STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://flyingmoose.cjb.net) VOLUME 50 July 9, 2001 CONTENTS Feature Article – Starweb and the 'so called Real World' Questions – SEDG Web Page URL The Captain's Log - "At 50, everyone has the face he deserves." The Swap Corner – You haven't bought one yet? Shame! Correspondence FEATURE ARTICLE Starweb and the 'so called Real World' This being the 50th edition of the SEDG, I thought carefully about how I wanted to celebrate this auspicious occasion. Originally the stimulus that planted the seed for this newsletter were inquiries by two separate Starweb allies for advice about how to play the berserker character. I summarized my thoughts in what is now known as the lead article for Volume 1 of the SEDG entitled 'On Being Metallic'. It occurred to me that there might be other players, Newby and Veteran alike that might enjoy these articles and even contribute their slant on Starweb strategies. At first, I never entertained the notion that it would still exist over 2 years later. As the newsletter grew I had hopes that it would be the defining work on all aspects of the Starweb game. You would read the rulebook to learn the mechanics of the game but the SEDG would define HOW you play right down to the philosophical issues dealing with knives slid into the small of a player's back. In this regard I think I've still got a ways to go but I'm very proud of the SEDG as entertainment and a forum of discussion for the Starweb players. And it comes out much more often than the FBQ (sorry Rick, just a little shot to the ribs – How about getting an FBQ out?) So, I thought it might be interesting to relate some of my observations about Starweb and their relation to things in the so-called Real World. Beware; I may jump around from idea to idea as I start to free associate. PERSONA One thing I noticed early on was that a player's email persona and his telephone (or even face to face) persona are completely different. Take myself for example, I tend to be a bit loud and boisterous and enjoy a flamboyantly regaled ribald joke. I'm certain that my meticulously written plans and strategies make me look more like a buttoned down, serious type 'A' personality. More than once I've seen the casually made wisecrack or joke, electronically delivered, resulting in the recipient taking offense. It is so difficult for all but the professional writers among us to impart the emotional subtext of the note, which is why TLAs (Three Letter Acronyms) like and emoticons such as the smiley :-) are so critical to diplomacy via the net. More than once a phone call or visit has completely smashed my preconceived concepts of who my ally actually was (sometimes pleasantly and at other times not). What kind of personality do you project electronically? FANTASY/REALITY – Where is thy border? Another thing I have noticed is the way players get labeled. In many games you participate in with your friends, whether it be a game of cards, board game or a video game, you will usually regard your friend as your opponent; as a good player vs a bad player but always as your friend. In games played remotely, whether it is Starweb or a live Internet game, a dichotomy of feelings about a player can develop. Some of our gamer brethren easily make the leap that your enemy in the game is in actuality your opponent, not your real enemy. Others do not. It seems silly and a bit simple for me to say this, but I have seen many examples of players who spit venom at the sound of their enemies' name. In many cases, they would not even consider being their ally in future games. This also holds true for the way players view their allies and neutral border mates. It is especially true in situations where there is a perceived breach of an agreement by two or more parties. It is astounding that many players will get involved in a righteous war to correct some great wrong when in actuality what has occurred is the different interpretations of a fairly ambiguous and poorly written contract. Just as we need lawyers in the real world, they would go a long way in Starweb too. Of course any move by FBI to incorporate a character class of Stellar Lawyer would be greeted by myself with guns blazing :-). In the case where the perceived evil actions are actually true, such as the trusting ally who does the heinous crime of the backstab, the player is universally reviled and forever stamped with the sign of the unclean, cursed never to have an ally again! Well, if you examine the rulebook you will see that the only things that are forbidden are: the use of bad language in your diplos and to misrepresent yourself to the moderators. If you are to succeed in a game you should use any means at your disposal (and within the rules) to ensure your victory. If this means feeding your allies to the Mongol hordes, well, C'est la vie! This is especially true for the majority of the strategic, diplomatic and war games but isn't seen as often in Starweb for many reasons that I don't wish to get into here. What is interesting is the offense an honest player takes when it happens to them. I have heard (on the telephone) an honest to goodness diatribe invoking several deities and utilizing a plethora of colorful expletives when the name of a player was mentioned, obviously bringing back painful memories of previous injustices wrought against him. Entertaining, yes, but also a bit disturbing. It's my humble opinion that you go further with an honest approach to the game. Allies will help you more if they trust you implicitly. This trust can also extend over many games, even the ones where you are opponents. They will trust you to try your best against them. Again, this is my opinion. If I've identified a player as being one who will use questionable methods, they are obviously untrustworthy from a gaming perspective. Heck, the backstabber may be a Minister in the real world for all I know, but in the game, they are treated as players whose word is worthless. I make agreements or even ally (heaven forbid) at my own risk. Do I harbor any ill will towards them? Not one. What good will that do me, aside from depriving me of the fun of getting to know a player who obviously plays differently from me. CHARACTER'S One characteristic I see slip over from the fantasy realm of diplomacy in Starweb into the real world is the character flaw I call 'Difficulty'. There are many types but the bottom line is the question – "Is this player/enemy/ally difficult to deal with?" From the player who requires endless emails, back and forth, to deal with some minor wrinkle in the game such as who gets the key if player 'A' gets the art to the player that is just plain argumentative or controlling. Take a step back. You are playing a game, right? This is something that you are doing to relax. That scarce commodity, spare time, is being devoted to this pursuit. So, no matter what that player is putting you through you should take that step back and ask whether it is worth your while putting up with this. Often I recognize that this behaviour is what that other player needs to enjoy the game. Can I live with it (and the extra effort required?) If I don't have the time or feel it's worth the effort I break off communications and decide whether this is a good time to choose a target. I can't help wondering what type of person I'm dealing with who cannot be easy going in a game. My real life job is very stressful and there are times I have to go nose to nose with others who think they can bully or just plain bulldoze me. I greet those players in Starweb with my guns :-). It's also interesting to analyze some of the character traits you see over and over again in the game. I'm not sure you can extrapolate them to the real world but they make me wonder. There is always the guy who barely gets his orders in on time – often sending it in the morning after it's due. Frequently he has not participated in the planning for the turn and fails to execute most (or all) of the orders required of him. I know he is probably a very busy person but if you were hiring people would you find this trait disconcerting? I also enjoy getting email the night before the game is due where an ally wishes to completely change the plan for that turn. At best he outlines some order changes for individual players but at worst he just says something like – "I've decided to hit GORT instead. I will need SOMNOS and RUNNER to hit from the west flank too." Some people don't even access their email daily. Even if they did, such a change in plans usually requires discussion and at the very least confirmation from those you are requesting order changes. I really love those players who say yes to everything you suggest. Are they so tired of making decisions all day that they are happy to relegate this to others? Perhaps they are on the other extreme and are completely henpecked at home. You could open the doors to set them free but they would remain in their cage frightened to venture outside. CONCLUSIONS Although I am participating in less games now due both in part by my busy schedule and the lessening of the obsessive/compulsive hold that Starweb held on my spare time, I am still very much involved in and am enjoying Starweb. Not bad for a 25-year-old game devoid of the glitz of graphics, sound bytes or a web interface. As for the SEDG - I am running low on good material to put in, and so this forum may wind down in a few months. I will maintain the SEDG on the web to continue being a resource for those committed to Starweb. I don't think this is a complete work just yet and I would welcome some submissions by the readers. Accounts of interesting, unique or even bizarre games, advice on various variants, which still haven't been fully explored or just your opinion on how to play would be welcome. We still don't have the defining articles for playing the Bitter End, Multi or even Partner games. Accounts of such lost scenarios such as the Pandora's Box, Bribery variants or even playing one of the 'Undead' positions would make for interesting reading. ---------------------------------------------------------------------- QUESTIONS - Can anyone answer these? Craig Steel said: >> In response to Norman's question about maximum number of links, without the Black Box influencing anything (since it's on turn 4, and not present at the world) I'm in an anonymous game where I discovered two worlds with 15 links each. Talk about abrupt border crossings, I met 10 players on turns 4! Imagine the email flying if this wasn't anonymous.<< Editor: 15 links! Cool! Last issue I asked: What is the largest number of mines or industry you have found at a world (before anyone builds up the industry)? I have not had anyone respond to this question yet but I will put in my 2 cents worth. I have seen both industry and mines as high as 10! Granted it was in a game where we asked for high resources. In most standard games I haven't seen worlds above 6 industry and 10 mines. ---------------------------------------------------------------------- STARWEB EMAIL DISCUSSION GROUP - is now available on the web. Look for our new MAPPER'S SECTION on the SEDG Web Page. http://www.accessv.com/~somnos/sedg.htm ----------------------------------------------------------------------- FEATURE - THE CAPTAIN'S LOG 010704.1825-4 By Walt Schmidt walts@dorsai.org "At 50, everyone has the face he deserves." - George Orwell Having myself past 50 a few years ago, I can appreciate from where Orwell is coming. And looking at where Elliot has brought us - I think he has done himself proud. Yet to quote that which Ernest Hemingway used as a source for the title of one of his books: "One generation passeth away, and another generation cometh: but the earth abideth forever. The sun also ariseth, and the sun goeth down, and hasteth to the place where he arose." - Hebrew Bible. Ecclesiastes 1:4,5. How long will SEDG continue - that depends on us. But regardless of whether its run is near its end or just gearing up for the next fifty issues, one thing is for sure - the first fifty were one hell of a show. I had intended to look back at some of my favorites. But as Elliot thought it might be interesting to relate some of his observations about Starweb and their relation to things in the so-called Real World, I'll do the same - but just from one point of view, my own. As a consulting IT CPA, I take what in the fifties [NEMO, WHAT a tie-in - I applaud you.] [Alter, please - when you start with platitudes I get worried!] was known as an efficiency expert, and add to that a knowledge of what technology can or cannot do to improve things. For most of the time, I'm looking at new situations and trying to make things better. For years, I could never understand why people liked to build models. I've known individuals from all walks of life that have as a hobby building replicas. It might be a ship, a plane, a car, or a panoramic that also serves another related hobby. But for the most part, it seemed to me to be both tedious and repetitive - and what I thought must be very boring. How wrong I was. As a number of earlier Logs explained, I've worked out a very specific approach to the beginning phase of our game. I also enjoy the map development phase. And as Lee Knirko pointed out in his Taming the "Map from Hell" elsewhere in this issue, for these "new" maps I've worked out an approach that "sorta" works and even happens to mirror what Lee mentioned. I guess the old GMTA (one of Elliot's TLAs, or in this case an FLA) is still valid. In our game, I have set goals - a limited number of predefined choices - and the ability to know (really KNOW) when I am finished with any one particular task. And, I find that a relaxing change from my usual vocational day! So Elliot, if we're past T-7, and I tend to sit back and follow someone else's lead - just chalk it up to the fact that this "chief" [YOU MEAN Captain, don't you Nemo?] [Yes, Alter - but that's not how the saying goes...] has learned that at times there is something to be said about the less demanding life of an "Indian." At times I don't mind being lead – but never bossed. For as Theodore Roosevelt said, and to close this issue's log: "People ask the difference between a leader and a boss. The leader works in the open, and the boss in covert. The leader leads, and the boss drives." SEDG - Fifty Issues - Well lead Elliot, well lead... 'Til next log - Shai Dorsai ! Nemo Editor: I blush . Two things – 1) What is a GMTA? 2) I will try to keep this discussion group going as long as possible – sure would like some submissions! ----------------------------------------------------------------------- FEATURE - THE SWAP CORNER You Haven't Bought One Yet? Shame! Well, if you've been a regular reader of this column then you must have been a customer of Flying Moose Technologies Starweb Analyzer because I have pretty well covered all aspects of how the program works and the best way to utilize the functions to your best advantage. I feel that it's time for a plug. Here in a nutshell is what this program can do for you. I will just give you the basics and forego all the advanced functions that make the program the best tool for playing the game. 1) Release you from the confines of paper and pen (or pencil). The Analyzer manages all the turnsheets, map, and orders for you. There is adequate opportunity to use the Draft Order sheet to incorporate your plans, thoughts, doodles and requests of your allies and the program still gleans your orders from this for submission to FBI. 2) Mapping – No pen, paper or messy scribbling and repeated erasures. The program places worlds on the map where you direct them and easily moves them with the click of a mouse. The program draws in each world's connections according to the connections seen on the turnsheets. Worlds are color coded and labeled as to owner. The mouse can be used to reveal the world's stats as well as fleets present (and to place orders into the order editor). 3) Combined turnsheet – the program will list all the worlds seen by every player that supplies you a turnsheet. It will even remember worlds seen on previous turns but no longer seen by you and label them according to the last turn seen. No longer do you have to sift through a pile of old (or new) turnsheets to find out if that world you once visited had an ambush you need worry about. 4) All the player statistics (seen at the top of the turnsheet) and the players that can be seen with their scores are stored together and listed by player for easy viewing. 5) The Order Editor will check for any errors you have made in your orders including typos, incorrect connection information, mutually exclusives and orders on property you do not own. The order editor template allows a first draft of incomplete orders for builds, keys, unloads and art to get you started. 6) Filter/Sort functions that allow you to query the huge database of Starweb information for the information you want. It was tedious to search for the best world to PBB or metal stockpile within reach of your HW. It didn't take brilliance or a strategic mind to search reams of paper to find this information. (Although it does take some intelligence to realize that you must do this). The Analyzer will allow you to search for these worlds along with a ton of other interesting things such as the best world to gift for plunder or to an Empire-Builder, locations of art, converts and – well the list goes on. Oh yeah, I hear you saying that you enjoy how you did your turns in the old days, back in the 70s, before you had your digital answering machine and DVD. Well, I suppose you guys miss DOS too :-). Elliot Hudes ----------------------------------------------------------------------- CORRESPONDENCE Lee Knirko said: Taming the "Map from Hell" Many of us have had Starweb games that defied any pattern of mapping the worlds. After a great deal of trial and error, using the Analyzer mapping function and/or manual mapping on paper as connectors are revealed, the map becomes a maze of crossover horizontal and vertical lines. The lines increase as new information is discovered, necessitating moving worlds previously plotted to new areas, expanding the map surface, and moving the map up, down, left, and right. In the end, it is very difficult to find the route from one world to a distant third away. The problem becomes "too much information". I have found a partial solution to this map. It involves first the preparation on the main map containing all the worlds that appear on the Analyzer generated turnsheet. I like to transfer this to a 14" graph sheet, expanded as necessary. A locater sheet of 255 squares for plotting location of each world is very handy. I use numbers for the X axis (horizontal) and letters for the Y axis (vertical). (May have those reversed). Then the "taming" action comes in. I "cut" all the worlds from the map in the Analyzer, and then plot only the Home worlds (this is in a multi game) and only the three (A, B, and C ) worlds connected to them. This results in a minimum of crossover lines. Then I add only those worlds, which require action for the turn. The result is a second manual map where you can see all worlds that require orders for the turn displaying all proximate Home worlds. To all SEDG Readers Fr Elliot (Editor) Sadly, I won't be attending the FBI convention this year. If anyone who reads this newsletter does attend and would be inclined to write an article about the convention (and the Starweb game especially), I would appreciate the submission. Good luck all! Well, that's it for Volume 50. Don't be afraid to submit articles or suggestions. They don't have to be long. Address your correspondence to Elliot Hudes at somnos@compuserve.com