Please Stand
By
By Elkin C.
O’G. Darrow
From
Diplomacy World #31
Normally a Diplomacy game
should proceed smoothly from beginning to end. We should expect that at the end of the
game the surviving Great Powers are played by the same persons who played them
at the beginning. This is not true in most postal games. The real-time length of postal play makes
it necessary for many players to resign or drop out. When this happens the Gamesmaster must choose between disrupting the game by
leaving the position in civil disorder or finding a new player for the abandoned
position. Most Gamesmasters will choose the latter course. This fact
creates a great opportunity for beginning players particularly, as well as for
those who enjoy playing in many games at once or with interesting positions. In
most hobby publications, individuals may enter games-in-progress as “replacement
players”.
Most persons presently in
postal play know the procedure. A Gamesmaster will
maintain a list of “stand-by” players who are willing to assume abandoned
positions in ongoing games. If a player fails to submit orders for a given
season, a stand-by player is requested to send orders for the next. If the same player again fails to send
orders, the stand-bys are used and he becomes the new
player for that Great Power.
Similarly if a player resigns, a stand-by player is made the new player
for that Great Power.
It can be argued that the
entrance of a new personality into a game can also be disruptive. He may choose
to completely switch his country's foreign policy and attack former allies. It
is similarly argued that a position in a game belongs to the original player and
that he may do as he chooses with it, including placing it in civil
disorder.
Although the right of the
original player is acknowledged, we must conclude that once his country is in
civil disorder he has lost all interest in it. It is true that if he were not replaced
he could later re-enter the game and submit orders for his remaining units. This has actually happened in a few rare
instances but in general an abandoned position remains that way until its last
unit is eliminated.
If a country in civil
disorder has only one or two units, it's not considered disruptive by many Gamesmasters.
Some will not replace a defaulting player unless he has a certain minimum
number of units. But it's a fact that in many games even a single unit may play
a crucial role in determining the outcome of a game. It's therefore less disruptive to the
game if every country which goes into civil disorder is given to a replacement
player.
Some players who have acted
as stand-bys in the past that they do not wish to play
“small positions”. It’s true that
such positions can be hopeless and therefore frustrating to a player who spends
time and postage trying to salvage it.
Larger positions may be seen as offering more interest and challenge
because they offer more hope. But the stand-by player takes his chances. Some
abandoned positions are quite large. Some are even very close to victory. Most
are however very small because discouragement with the situation plays a large
part in dropouts and resignations. Even a very small position can be
salvaged. It has been done in the
past. It's true that some very
small positions have come to be under replacement players who have then gone on
to victory or a draw. These positions are admittedly rare. And some positions
will appear hopeless and turn out to not be.
Experienced and
less-experienced players alike can derive benefit and enjoyment from acting as
replacement players. This is an inexpensive way of playing in a large number of
games. Most Gamesmasters charge stand-by and
replacement players only the cost of a subscription. A few feel the service
rendered is so valuable they will send copies of their 'zines free to active
replacement players.
The experienced player
should be especially sensitive to the challenge presented by game positions
abandoned by others. Diplomatic
skills can be sharpened by the struggle to re-forge shaky alliances and recover
military strength and momentum. It
is important to know how to salvage a deteriorating
situation.
The less-experienced
play-by-mail player will find replacement positions invaluable. I have already
mentioned sharpening diplomatic skills.
The newer player will also find himself able to
experience mid-game and endgame situations which he would otherwise not be in
until he has been in the hobby for a year or more. This is a great
advantage.
This advantage is not
completely tangible. It's gaining a sort of knowledge which can only be gained
by experience. Many articles have
been written about openings and the play of the early game. Aspects of the later game such as the
highly important stalemate lines have been discussed in many articles. But success in the later game cannot be
based on tactics or strategies alone.
Winning
often depends on knowing the right things to do or say, and the right times to
do or say them. This knowledge is primarily a product of experience and
experience is gained through playing in many
Many replacement players
participate in the game as if they believe they are only place-holders. This is
most true if the position is a small 0ne. The replacements frequently conduct
little diplomacy and adopt conservative “survival” tactics. I have never felt
that mere survival is a valid goal in this game. The game of Diplomacy is played
best when every player attempts to win the game himself and to deny victory to
every other player. The challenge for the newly-entered replacement player can
be no less than that. It's not an impossible goal. If it's deemed unlikely by
the replacement when he enters the game, then the challenge is that much
greater. A great challenge should provoke greater interest. And it should
provoke a stronger response. It should not provoke apathy and automaton-like
move-making. This is the time to put all one’s diplomatic and tactical skills on
the line and see what may be done with a situation others may regard as
hopeless.
There are ways a
replacement player may increase his potential in the game. It is imperative to
review the last several seasons of the game. The orders and press releases should be
closely scrutinized for what they will reveal about alliances and negotiations.
Once the replacement is
thoroughly familiar with the game situation, he should immediately conduct an
aggressive letter-writing campaign. The object will be to convince the other
players that he is an active part of their game and that they should negotiate
with him.
It has never been my
feeling that a replacement player is bound by past alliances and agreements. But
I also do not feel that the promises of the previous player should be lightly
thrown over. Keeping already-made agreements is the path of least resistance.
This easy path may also prove to be a sell-out of the player's position. The
replacement player must be ready to examine his predecessor's alliances and
other pacts and to readily abandon those which do not serve his interests.
I have said that a
replacement player should not act as a conservative place-holder. My intent is to state the opposite. A replacement player should be daring
and aggressive. By the time a game
is in its later stages a player may feel he has invested much time and money on
it. He may not wish to overly
jeopardize his position by taking risks.
Yet few victories are achieved without risk. The replacement player has
no such investment. If he might
otherwise feel inhibited he [word missing
– “should” – Ed.] not be squeamish here. I do not say that risks should be
rash. Diplomacy is the art of
calculated risks and the replacement player can more easily “afford” to take
them.
Replacement players: be
bold. Be resolute. A single unit
can be a fortress. A pair of units
can be an attack force. Not every
taken-over position will inevitably lead to victory. But even a lost game will help sharpen
diplomatic skills.
Therefore I commend to all Diplomacy players the replacement position. Standing-by for abandoned positions will greatly aid players as well as Gamesmasters.