175 lines
7.1 KiB
Plaintext
175 lines
7.1 KiB
Plaintext
.\" vim: filetype=groff
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.H1
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Information and
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Reconnaissance
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in Domain Games
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.2C
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.PP
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From September 2024 to April 2025 I ran a diplomacy style game to
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spice up the last season of our
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.I "Grenzland OD&D Campaign" .
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We had twelve faction players, playing various human factions,
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two elven clans, one halfling clan, one dwarven clan, two orcish
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tribes, snake people, reptile men and a faction from outer space.
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There were a couple of dragons, too.
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At the same time we had the regular player characters
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moving around the campaign map and doing their usual dungeon
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exploring and hex crawling games. All told the diplomacy game
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went on for 18 weekly turns.
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.PP
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For me as the referee this game was one of the most intense
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gaming experiences I've had so far. It took me about eight hours
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of paper work per week: book keeping, tracing movements on maps,
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estimating encounter likelihood and so forth, and then sending
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back the results to each player. Depending on the situation we
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then scheduled actual gaming sessions to resolve any possibly
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unfriendly encounters, clocking in at another two to four hours
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per session. One week needed three resolving sessions, but the
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average was probably a bit less than one per week.
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.KF
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.PSPIC img/samo.eps
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.ce 5
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.ll -1
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.in +1
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.I
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Samo the Magician as imagined by one of the players.
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.R
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.ce 0
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.sp
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.KE
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.PP
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For the first couple of weeks I also tried to diligently weave in
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random encounters as they occured, but I had to skip those more
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then once due to time constraints. Most random encounters were
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resolved in play by post fashion.
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.PP
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Intense and very time consuming as it was, this game was also
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.I "so interesting" ,
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sometimes baffeling and eye opening. And fear not my fellow
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gamers, I attribute the fact, that I am still kind of recovering
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from running this game to the entirely unconnected coincidence of
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some very challenging changes in my day job, which happend to
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occur as our game came to it's closing weeks.
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.H2
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It was raining all the time!
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.PP
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One of the most pertinent critiques I received about the game was
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lack of information. Players repeatedly complained that they did
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not know enough about other factions and their whereabouts. In
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fact until the very last moves
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.I "no faction"
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was even aware of every other faction in the game.
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.PP
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At the same time I noticed this lack of information early on, as
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I could watch the "gaming board" with a birds eye view and see
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how sometimes troops moved past each other, a single hex of six
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miles apart without taking notice or even knowing about
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each others existance. Naturally the bad visibiltiy due to the
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continous rain did not help in this respect, but I was decided
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early on that information gathering should be an
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.I "in game issue" .
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Maybe I should have communicated this more clearly.
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.PP
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Speaking of the continous rain, here's the thing that puzzled me
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the most: literally in every single weekly update I stated that
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it's continously raining over a larger part of the campaign map.
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However only very late in the game, a small group of adventurers
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decided to
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.I
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finally ask the question, gather
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.B information
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and investigate the cause.
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.R
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It took them three delves into a hitherto somewhat neglected
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dungeon, but what they found had the potential for a huge
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strategic benefit. Even when after 16 weeks of play I finally
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annouced "It has stopped raining", hardly any questions were
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asked about it.
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.PP
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Apparently most players just took the continously bad weather for
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granted, and if there were any earlier conjectures about the
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rain, those were wrong and never investigated in any serious
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manner.
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.H2
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Expanding the Map
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.PP
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One player decided to take to the sea and explore, moving away
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from the centre of the campaign map. While initially this was
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due to fear of annihilation by the chaotic forces, I'm afraid it was
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also due to some degree of boredom, as at that time the game was
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beginning to loose some momentum. At any rate, it led
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to me expanding the campaign map, since I tried hard to not curb
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this free movement in any way. Obviously no information about
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other factions could be gained by moving away from them, but the player
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managed to come back with some extra ships and reenforcements
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which were useful later on, when his faction returned to the
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final battle ground of the campaign.
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.H2
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Faulty Intelligence
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.PP
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Another player started gathering intelligence rather
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systematically from the get go, monitoring the river and
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coastlines of his orcish lands. He also started diplomatic
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relations with a neighboring dwarwen clan, along which
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information could be traded. However, paranoia from
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stories about terrible undead (those stories were true), mixed
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with a false rumor about an impeding invasion of human war ships
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into the orcish lands, led to the wrong conclusions. When a couple
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of pirate ships were spotted on the horizon, the Orcs decided to
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flee up river and leave their meticulously trapped and fortified
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village behind, thus also moving away from the central area of
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the campaign, avoiding contact to other factions and thus making
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their information gathering much more difficult (the pirate ships
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were a random encounter. They were not headed for the orcs).
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.PP
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On another occasion two large factions managed to move around
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each other in full circle without noticing, only to find their
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previously established locales deserted.
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.PP
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Of course in the end, a bunch of stalwart player characters had
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put together enough information to infiltrate the lair of their
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nemesis, the Evil High Cleric
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.I "Evangus Tardus"
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in a commando style action. This bereft the undead forces from
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their command and brought about the final important turn of the
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game. It is true, this was probably the only way to defeat the
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evil forces. Out in the field the lawful and neutral factions
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just did not have a chance against an army of Spectres.
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I want to point out that this decisive incursion of the
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.I "good guys"
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would likely have failed, had the Evil High Cleric invested more
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into information gathering. Maybe he was too convinced of his
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superiority.
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.H2
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What were we lacking?
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.PP
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Looking back I feel I should have included some important hints
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into the player information sheet I sent out to every one:
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.BU
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Information gathering is crucial! Trying to learn what the other
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faction knows should be one of the most important intentions of
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interacting with other players in game, in fact of playing your
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factions roles!
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.BU
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Information can be traded \[em] for gold, other assets and alliances.
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.BU
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The gaming world is large and there may be more factions than you
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think!
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.BU
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Remember that intelligence can be faulty, remember that you and
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others can plant misinformation.
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.BU
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How about a faction of rumor mongers? Maybe even a news outlet?
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.BU
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How about a faction running some kind of postal service?
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.PP
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While I now would advise to establish those latter
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factions with setting up the game, every player should be aware
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that they may well establish a postal service and an information
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brokering service themselves. Maybe even competing mail services
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and conflicing news outlets. It's all part of the game!
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.PP
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So are you looking forward to your next faction game? Ready to play a
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postal game about mail services? Ha! I sure am!
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.Au lkh
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