| Mission From God - the joy of
playing games by post Who we
are - the Fiends themselves
Game Designers Notebook
- the birth of Breaking Away
Keeping It Simple -
advice on games design from James Ernest of Cheapass
Games
GCSE Graphics Course:
Producing A Board Game
Sick Review of the Year
1997, 1998, 1999 and 2001 (but not 2000)
Music To My Eras -
musings on musical fashions
Zine Idioter - becoming a
zine editor
Go together - some games
are better played by post
Star Trader - one of the few postal
games to match the complexity of computer moderated PBM games
Mind Your Language - a rant
about people who mangle the English language
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STAR TRADING: START
RAIDING
One of the biggest differences between games run in
zines and games run by PBM companies is the complexity. Zines tend to
run games that are conversions of board games, and even board games at
the more detailed end of the scale, such as Axis and Allies,
require fewer orders per turn than your typical computer-moderated PBM
game; this is not surprising, as face to face board games could not
support a game structure where each player takes (say) 6 hours to do one
turn - although the legendary Steve Jones has been accused on numerous
occasions of being unaware of this time limitation.
Consequently, zine based games tend to appeal to the macro
managers and there are not many aimed at the micro managers,
the players who like to get involved in the nitty gritty of sorting out
logistics. Such games are available in the zine world, however - games
such as Blood Royale and the original Civilization are
occasionally given an outing. This issue, however, I thought I would
highlight one of the most complicated games the zine world has to offer,
namely the old SPI game, Star Trader.
This game is run by Mike Dommett, otherwise known as
"The Dommett", a nickname which conjures up images of a
friendly heraldic beast (I'm saying nothing .....), and is published in To
Win Just Once, a zine whose name when spoken out loud sounds like
"to whinge just once" - an achievement no gamer has ever
managed. The zine is published by my fellow Flagship contributor,
Paul Evans (see http://www.pevans.co.uk/PostalGames.html for more
details).
In Star Trader each player controls a
corporation trading among a network of developed planets connected to
each other by hyper-jump routes. Each planet operates a market featuring
one or more commodities (such as isotopes, spices, petroleum), and the
prices of these commodities vary from planet to planet, thereby offering
arbitrage opportunities, such as buying Isotopes at a unit cost of 2 on
Gamma Laporis and then transporting them to Tau Ceti, where last turn
the market was cheerfully paying 8 for isotopes. Trading is facilitated
by the usual accoutrements, such as space ships, factories and
warehouses, and these are financed through bank loans. All of which
suggests this is a dry, friendly game of shunting goods around the
galaxy, but there are numerous elements which prevent the game from
being dry or friendly.
Firstly, some corporations (usually the ones that have
managed to equip their ships with forbidden military hardware) take the
Sir Francis Drake view that letting the other guy do all the hard work
and then relieving him of his possessions is a far more sensible way to
run a business.
Secondly, whilst some money can be made from carting
radioactive materials about the space lanes the real money is to be
earnt from illicit smuggling of goods such as drugs, military hardware
or slaves, as well as urgent legal missions such as transporting exotic
alien plants from one planet to another.
Thirdly, knowledge is power. The aforementioned
business opportunities (such as the alien plants) arise randomly and
individual companies only learn about them if they have sufficiently
high connections in either the political, business or criminal arenas;
reputation levels in these arenas can be improved both by deed and
through back-handers. A well connected company might also get early
warning of likely events, such as a terrorist attack on the warehouses
of Mu Herculis, and this information may be freely traded - with no
obligation on the part of the seller to tell the truth!
Business is war, as somebody once said, and
corporations are not above sponsoring a few terrorist attacks of their
own on a rival's property, though the use of safe harbours or the
protective services of agents can thwart sabotage attempts.
A few turns of playing this game are enough to turn
anyone into a paranoid wreck if, like me, you try and keep your nose
clean. I am having enough trouble trying to do cash flow projections so
I can make sure I pay off my loan, without having to worry about pirates
waiting off planet to intercept my cargo ship with its hold full of
alloys. I am trying to trade in sufficient quantities in various
products at two or three planets to earn favoured trader status (this
status entitles you to advantages such as seeing everybody else's
trading strategy before you commit to yours) but at every stage I have
been thwarted by that man Paul Evans. Either he is overpaying or I am
underpaying, and as he has a more experienced player than I it is most
likely that I am going to have to be a bit more aggressive in my
interaction with the game's trading mechanism which takes into account
things such as the disparity between supply and demand, the prices at
which corporations are either willing to buy or sell and the quantities
they wish to deal in; each successful trade in a given turn will
generally shift the price up or down a bit thereby triggering another
trade ("I'll sell 4 liquor at 6") which will again modify the
price, so it is a bit tricky trying to guess where the market will be
even though, as in most zine games, you have almost perfect information
about what your opponents are trying to trade (even if you don't know
the prices they want to trade at).
Maybe I should just take up the offer I recently
received of a tooled up raider ship and simply blow Mr. Evans out of the
sky? It wouldn't do much for my political or business reputation but I
already own a ship suitable for smuggling so a switch to a life of crime
is a possibility if honest trading does not work out.
Played face to face this is a slow-moving, slightly
fiddly, long game of the sort more or less killed stone dead by the
advent of "gone in 60 minutes" German games. Played by post,
where you have ample time to flick through the 20 page rule book to find
that obscure rule which enables you to modify your ship with a Battle
Communications pod so you can jam the Federal Patrol's sensors when you
are on a smuggling run, it is a flavoursome game for cut-throats and
wheeler dealers. Recommended - but you'll probably have to wait for the
current game to end as this is a human moderated game which takes a lot
of time to GM.
John Harrington
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