7

Calling all diplomats! Achtung to @pmya, @jidlaph, @boukert, @fluf, @redviiper, @skyrock! The pre-game has come for our game of Diplomacy! You'll notice the bracketed code above. In the style of the old play-by-post games of England (and America) that were published in the many 'zines of the 70's and 80's, I thought it might be nice to identify our game along the same lines. As such, this game is Fox's Den One, with 2017 representing the year. Seemed appropriate for the site and the game itself.

As we have several new players and a few out of practice (myself included!), I've tried to prepare a few resources to help you guys out.

First, I recommend downloading the very lightweight adjudication software JDip. Aside from being easy to use, having this serves two useful purposes. First, if you're lucky enough to get to the mid or late game, you can try and figure out those pesky difficult tactical situations with this help. Set up the position, try some moves, see what works and what doesn't. Second, if you use the software to help you with your own moves, you can easily copy-paste the set of orders you want to use and then simply message them to me during the orders phases. This way we're all on the same page with orders, and we can minimize bad orders or difficult to understand ones.

Second, we will be using the most modern and up-to-date version of the rules, the 2000 edition, which can be found here. If you prefer a video version, you can find one here, although that's more for the face-to-face setup; but it should apply equally well, regardless.

I also recommend checking out the link in the sidebar for a decently-sized archive of many articles and guides written on the game in general, as well as basic country ideas and strategies.

Now the last order of business is deciding time length and how nations will be doled out. I've thought of a few things:

Regarding Time

I was thinking we would take 2 days for negotiation each turn - with times to be published by me as each turn ends and begins. I ask that no players send messages once these negotiation phases end, although you may read whatever you have in your inbox. Times will be given in both Greenwich Mean Time (GMT) and US Central time (GMT -6); please adjust according to your time zones.

After each negotiation phase, we will have a 24 hour period to send in orders; I will, of course, complete all my own orders first before reading anyone else's, thus ensuring I have no particular benefit.

If retreats or disbands are required, we will have another 24 hour period for players to send in those orders - should no orders be received in time, the units will simply be disbanded.

At the end of every Fall turn, once all orders/retreats have been resolved, there will be a 24 hour build period.

I think these times will keep the game moving at a relatively brisk pace; if you guys prefer, we can have a longer time period for the negotiation phase, or any of these phases. I would like to hear you guys' opinions on this.

Regarding Country Selection

EDIT 2: Random nations it is.

This is everything I've thought of so far. I would like to hear everyone's opinions on this matter at your earliest convenience please.

EDIT: Removed the negotiation restrictions on phases outside of the actual negotiation phase due to popular request.

EDIT 2: Due to popular vote, random nations it shall be; the text has been changed to reflect it.

Calling all diplomats! Achtung to @pmya, @jidlaph, @boukert, @fluf, @redviiper, @skyrock! The pre-game has come for our game of Diplomacy! You'll notice the bracketed code above. In the style of the old play-by-post games of England (and America) that were published in the many 'zines of the 70's and 80's, I thought it might be nice to identify our game along the same lines. As such, this game is _Fox's Den One_, with 2017 representing the year. Seemed appropriate for the site and the game itself. As we have several new players and a few out of practice (myself included!), I've tried to prepare a few resources to help you guys out. First, I recommend downloading the very lightweight adjudication software [JDip](http://jdip.sourceforge.net/). Aside from being easy to use, having this serves two useful purposes. First, if you're lucky enough to get to the mid or late game, you can try and figure out those pesky difficult tactical situations with this help. Set up the position, try some moves, see what works and what doesn't. Second, if you use the software to help you with your own moves, you can easily copy-paste the set of orders you want to use and then simply message them to me during the orders phases. This way we're all on the same page with orders, and we can minimize bad orders or difficult to understand ones. Second, we will be using the most modern and up-to-date version of the rules, the 2000 edition, which can be found [here](http://www.diplomacy-archive.com/resources/rulebooks/2000AH4th.pdf). If you prefer a video version, you can find one [here](https://www.youtube.com/watch?v=RC_RAQkM7Ek&t=367s&ab_channel=HistoryGamerDotCom), although that's more for the face-to-face setup; but it should apply equally well, regardless. I also recommend checking out the link in the sidebar for a decently-sized archive of many articles and guides written on the game in general, as well as basic country ideas and strategies. Now the last order of business is deciding time length and how nations will be doled out. I've thought of a few things: **Regarding Time** I was thinking we would take 2 days for negotiation each turn - with times to be published by me as each turn ends and begins. I ask that no players send messages once these negotiation phases end, although you may read whatever you have in your inbox. Times will be given in both Greenwich Mean Time (GMT) and US Central time (GMT -6); please adjust according to your time zones. After each negotiation phase, we will have a 24 hour period to send in orders; I will, of course, complete all my own orders first before reading anyone else's, thus ensuring I have no particular benefit. If retreats or disbands are required, we will have another 24 hour period for players to send in _those_ orders - should no orders be received in time, the units will simply be disbanded. At the end of every Fall turn, once all orders/retreats have been resolved, there will be a 24 hour build period. I think these times will keep the game moving at a relatively brisk pace; if you guys prefer, we can have a longer time period for the negotiation phase, or any of these phases. I would like to hear you guys' opinions on this. **Regarding Country Selection** EDIT 2: Random nations it is. This is everything I've thought of so far. I would like to hear everyone's opinions on this matter at your earliest convenience please. EDIT: Removed the negotiation restrictions on phases outside of the actual negotiation phase due to popular request. EDIT 2: Due to popular vote, random nations it shall be; the text has been changed to reflect it.

19 comments

[–] TheRedArmy [OP] 3 points (+3|-0)

Would you suggest three days then? Or even longer?

(Pro tip two: France has the best record for wins)

[–] Skyrock 2 points (+2|-0)

I'd just suggest not having an enforced cut-off time for messaging. Two days are plentiful enough even with the odd busy night.