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Role Playing NewsVolume 2, Number 1 - January 31, 1995
The Roving Gamer is Mark Christopher. To submit articles contact him at: The Roving Gamer 21 Claymoss Rd Apt. 2 Brighton, MA 02135-4202
Volume 2, Number 1 January 31, 1995 ![]() Diplomacy, An Outsider's Viewby Milton Strumpf I have played in a couple of games of Diplomacy and I have been watching the current play-by-mail unfolding. As a result, there are a few observations I have made on the game that may or may not be helpful. Admittedly, they may not even be correct. I hope you will take them for what they are worth.
It has been my observation that, generally, if you can't or don't make a good first move, you won't be around for the end. It seems to me that players tend to jump on others who are slow to get started, which translates into slow starters getting munched. If a player doesn't get a good jump they are ripped apart. However, the converse is not true. Those players who get a good jump eventually run into one another and coordination between players to eliminate others becomes the difference. This leads me to point number two:
It has been my observation that a coordinated effort from the beginning and a trusting relationship between two players will work far better than constantly making and breaking agreements. Two allies that work together and don't have to worry about each other will be able to better direct their attacks and achieve victory. When you have to be on guard against your allies you divert resources that could be used to finish off an opponent. This results in someone who is a nuisance becoming a threat. The problem is that it is very easy to misinterpret actions that are taking place, which will bring me to my third point:
It is all well and good to have a good plan of attack, but if the people you are counting on don't know what to do, you will not win. If you have a plan that requires sacrifices by others, you have to make that clear. Sometimes, players go into a situation where they have to lose something for a greater gain. However, people can lose sight of that fact when they are the ones losing. Aggressive moves can be misread by allies if they could be directed at them. A clear statement of a group goal is sometimes needed. I realize that most of what I said is probably just common sense, but I found it amazing just how many times people ignore those basic ideas. Of course, I expect that some people will differ with my opinions somewhat, but maybe someone else will get something out of it. Good luck. [Editor's comments: I find the above article full of very worthwhile information. However, as a Diplomacy player in the current PBM, I can't resist commenting on the points Milton has made: 1. A good point concerning bad opening moves, and one that seems to be usually true. If, however, you can convince your likely adversaries that you can be of some value to them against your other adversaries, you may be able to survive and possibly pull off a win, or at least live until the end. Remember, "diplomacy" is the name of the game! 2. Definitely a good point. Unless you play the "classic" way (trying to keep the game going forever by using balance-of-power politics), this is the most important point Milton brought up. Of course, it goes hand-in-hand with number three. 3. Again, the name of the game is Diplomacy. You can't diplome if you don't communicate! If you don't diplome, you'll die, which is a point that I just want to stress. -TRG]
Volume 2, Number 1 January 31, 1995 ![]() SFB: The Jindariansby Mark Christopher Being a dynamic game system, Star Fleet Battles is constantly expanding, with new technologies, histories, and the most fun, new races. The newest of these is the Jindarians. A "gypsy" race, they have no homeworld (at least, none that anyone knows about). Instead, they live in huge ships built out of hollowed-out asteroids. They take no interest in the problems of races around them. Rather, they move into an asteroid field (not caring whether another race considers it "theirs," and begins to mining operations. Their ships, being hollow asteroids, are nothing like most SFB players are used to. The term "speed is life" has nothing to do with the Jindarians. The top speed of most of their asteroid ships is anywhere from 21 to 27, and that's using almost all available power. Actual battle speeds range from sitting in place and tacking, to about 16. Despite this, I (whose favorite ships are fast and maneuverable), have fallen in love with the rocks. To help balance out their obvious lack of speed, they have the warp-augmented rail gun (WRG), which is a powerful and accurate weapon. Not only that, but it has them facing in every direction, so sitting still and spinning (usually a tactic of the desperate or insane) is a valid idea. The Djinn (as I call them) do not have many phasers, but make up for the seeming lack of seeking weapon defense with a defensive mode of the WRG, which is devastating to drones, fighters, and plasmas. All in all, the Djinn offer a drastic yet rewarding change of pace for the average SFB player, and are worthy adversaries for just about any other race.
Volume 2, Number 1 January 31, 1995 ![]() The Incomplete Strategist: Abducted by XCOM-UFO Defenseby Chris Koch My family hasn't seen much of me since Christmas. That's when my sister actually got me a gift I wanted; XCOM from Microprose. When my brother or Mom do see me they comment on my haggard face, glassy stare, and general disorientation. The episodes all seem to begin when I turn on the computer and load up XCOM. As soon as the game starts, there is this ringing in my ears and the next thing I realize is that my neck and head are killing me; 12 hours have disappeared and my monitor is on showing static even though the computer is off. The kicker is the nightmares I have about getting my butt kicked by aliens who look like Whitley Streiber spacemen with a bad attitude, and the fact that I watch my squad get slaughtered because I didn't bring incendiaries on a night mission. Such is the power of this game. You are the head of XCOM, designated with the task of locating and neutralizing alien forays to the Earth in the early 21st century. It's no easy task. It is a combination of superb game elements that create this effect. First and foremost, the 3D combat engine. I'm not Bill Gates, but the design, function, and play of the engine are just stunning. It has impressive graphics, turn-based play, excellent AI, and the visceral punch of being able to destroy anything and everyone. Completely mouse-driven, the combat engine is very intuitive and easy to use. Scenarios can take anywhere from 20 to 90 minutes to play out in terrain ranging from tropical to arctic to tropical. Utilizing a double-blind system, enemy movements are hidden and characters can only see what is in their lines-of-sight. This makes for tense, thrilling gameplay. Squad combat is only one facet of this software gem. The overall game is a flashy, solid mouse-driven interface. There is resource acquisition, technological development, and resource management à la SimCity and Civilization. the interface is smooth and bug-free. The depth here is truly outstanding, to the point of assigning individual soldiers' names and having them rise in rank and abilities with experience. Take a great combat engine and wrap it in a pretty game exterior, and where does it go? Microprose propels XCOM to the stars. So many other games fall flat with the story, but certainly not this one. You know only as much as you learn with your sorties with the aliens and what your researchers discover for you. There are plenty of surprises along the way to keep the plot lively, and XCOM features a detailed, interesting storyline that compels you from beginning to whatever ending you can get away with. The game's sole fault may be the lack of replay value. Once uncovered, there are no new surprises waiting for you. However, XCOM offers difficulty settings for replay that are challenging to the point of impossibility. Plus, the combat engine/AI is so good you will play the game again just to roast and toast some aliens. For exciting, compelling one-person strategy that will make you reorganize your schedule to maximize playtime, XCOM is the game for you.
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