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Showing posts with label Great War. Show all posts
Showing posts with label Great War. Show all posts

Saturday, 16 November 2019

1959: Diplomacy

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles—and so on, as the anniversaries come up. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.


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1959 marks the publication of two classic wargames. One is Diplomacy: A Game of International Intrigue, Trust, and Treachery, the other is Risk: The Continental Game. Although they are both set in past times, one Napoleonic, one Edwardian, they could not be more different. One is card and dice driven and has been hugely successful, probably the most successful mass market wargame ever published, but the other is entirely trust and decision driven. The former is Risk, the latter Diplomacy. Both are sixty years old in 2019.

Published in 1959 by Games Research Inc. and later Avalon Hill, but now Wizards of the Coast under the Avalon Hill brand, Diplomacy is the grandfather of grand strategy games, an exploration of European national and political tensions prior to the Great War. A game of trust and negotiation, it appeals to the historian and the diplomat, whether that is the armchair historian or diplomat—like you and I, or the actual historian or diplomat—famously John F. Kennedy and Henry Kissinger. It is a game of decision and trust and negotiation, there being no dice or luck involved whatsoever. Designed for two to seven players aged twelve and over, in Diplomacy each player will control one of the great European powers—Austria-Hungary, England, France, Germany, Italy, Russia, and Turkey—and will have under his command a number of armies and fleets. He will also hold his traditional or home provinces that his country held in Europe at the beginning of the twentieth century. Between them are several neutral provinces, such as Norway, Tunisia, Portugal, Bulgaria, and so on. Switzerland is also neutral, but cannot be entered by any army. Some of these provinces, both home and neutral, are supply centres. Possession of these enable a power to build another army or fleet, likewise loss of these will force a power to disband an army or fleet. There are a total of thirty four such supply centres on Diplomacy’s map of Europe. If one player or power controls eighteen of these, then he wins the game. Winning though, is far from easy, and can take anywhere from between four and twelve hours—Diplomacy is a long game and it takes dedication to play.

Diplomacy is played out year by year, with two turns—Spring and Fall (Autumn)—per year beginning in 1901. On his turn, a player writes orders to each of his fleets and armies. These are to Hold (stay in position), Move (to an adjacent province), Support (support another army or fleet in moving into a province), or Convoy (a fleet transports an army across a sea province to another land province). Once written down, the orders from all powers are resolved simultaneously and this sets up the primary difficulty in taking provinces. All units are of equal strength or value—there is no rolling of dice or means to determine the strength of an attack or unit—and so when two opposing units attempt to capture the same province or one attempts to force another from a province, nothing happens. To successfully attack and hold a province, a player needs to support the attacking unit with another unit in another province. This can be a unit belonging to the attacking player or that of an ally. If successful, the defending unit can be forced to retreat, the attacking unit taking the province.

These orders are issued twice a year, but after the Fall turn, if a player has captured a Supply Centre, he can build a new army or fleet in one of his home provinces. If a player has lost a Supply Centre, he loses a unit. Play proceeds like this, from year to year until one player or power captures the eighteen supply centres necessary to win the game.

Now mechanically, this sounds simple enough, and it is. Within a turn or two though, as the powers send their armies and fleets out to capture first the supply centres in neutral territories they will clash with rival powers. Then, once the neutral supply centres have been captured, the powers will be brought into direct confrontation, and at this point, a stalemate is likely to ensue… In order to break such a stalemate, the powers and thus the players will have to co-operate and form alliances, much like the Entente Cordiale between France and Great Britain and the Triple Alliance formed between Germany, Austria-Hungary, and Italy. This is where Diplomacy begins to get interesting, challenging, and duplicitous.

Writing the orders for each turn—Spring and Fall (Autumn)—per year takes a few minutes, but a fifteen minute phase is allowed before this for negotiation between players. During this time, they can negotiate what they will write as their respective orders, reach agreements, form alliances, and so on. This might be to support an allied player’s move into a particular province, hold against an enemy, allow a convoy move for an ally, and so on. Forming alliances makes their member players very powerful, but the question is, how far can they trust each other? For not only is it within the rules of Diplomacy to reach agreements and make alliances, it is within the rules to break them as well. A betrayal and a breaking of an alliance at the right time can break a stalemate and hopefully give the betrayer the advantage to defeat his former ally, who is unlikely to make the same mistake of trusting the betrayer twice...

It is this capacity to break alliances, typically to the detriment of one member over another, to betray the trust between allies, which gives Diplomacy its primary reputation, that of being a game which breaks friendships. That though, is really down to the friendship rather than the game itself, because the game can be played by more mature players who will not necessarily put their friendships to the test by playing Diplomacy. By modern standards, if you can play The Resistance or Battlestar Galactica, both with built traitor mechanics, then Diplomacy should not be so of a test of friendships. But arguably, those games have traitors built into them by design and from the start, so the players know what to expect and can blame the game’s mechanics as much as the player betraying them. In Diplomacy is there no inbuilt mechanic for there being a traitor and it comes about through play and duplicity rather than anything else. Further, because of the trust placed in fellow allies, the betrayal of trust is likely to be all that more painful…

Nevertheless, forging the trust between players and building alliances is very much part of the play and the skill in Diplomacy. For it is a game built around negotiation and interaction as much as it is ordering fleets and armies across Europe—and in fact the need to make those order calls for that negotiation and interaction. 

In the sixty years since it was first published, there have been many editions of Diplomacy, published by many different publishers. The current version is the fiftieth anniversary edition published by Wizards of the Coast as part of its Avalon Hill imprint. It comes with eighty-four army counters and eighty-four fleet counts for the seven great power; one-hundred-and-forty-seven control markers to indicate who has control of the various supply centres; a large game board depicting Europe marked with the provinces held by the great powers at game’s start and the neutral provinces; a pad of maps for marking up orders; and the rulebook.

All of the components are solid, although it would have been nice if the armies and fleets had been wooden rather than the sturdy cardboard they are. The map is very clear and easy to read. As is the rulebook, although it would have been nice if some colour had been included in the maps used to show the examples of play. Although the rules are simple, time is taken to go through them with plenty of examples and explanations. There is also advice on how to play with fewer players and an example play through of the first seven turns of the game. This is a typical race for the supply centres in neutral territory. It is a pity that there are no illustrations for these moves, but it encourages the player to act them in order to see how the game plays.

Diplomacy is a game which demands the full seven players—it is not as fun with fewer—and the time in which to play it to its final outcome. Of course, few of us have that opportunity as often as we would like and almost from almost the very start, the play of Diplomacy was conducted via the post and in fanzines, then later online, so that games can be conducted at a more leisurely pace with greater scope for negotiation (and betrayal). Its age, its theme, and its set-up means that there has probably been more written about Diplomacy and how it can be played than any other game, except Chess (which of course, is centuries older). By modern standards, at the height of the Eurogame, Diplomacy is too confrontational, too much the wargame. It could be argued that from the start, though not necessarily later on in the game, its situation places the players and their powers finely balanced against each other. Breaking that is part of winning the game and even though Diplomacy is not strictly a wargame, it is not a Eurogame either. 

The lightness of the mechanics and the historical set-up, means that Diplomacy has the capacity to be something more. As a game of confrontation and negotiation between the European powers prior to the Great War, it has the capacity to work as an exploration of the nationalism, the politics, aims, and international relations between the powers. There is scope here for roleplaying too, as the players take on the roles of the Kings, Emperors, Sultans, Czars, and Presidents leading the great powers , and by increasing the number of players, perhaps their various ministers and generals. Such scope lies outside of Diplomacy as it comes in the box and arguably it would also require at least one Game Master.

Again by modern standards, Diplomacy is a game design with flaws. Its play is too long and by its very nature, will lead to player elimination who will have nothing to do whilst the surviving powers jockey for position and then confront each other. These are likely to be contributing factors to the game not being as popular as it once was. Another factor may well be the theme to Diplomacy, that of the great powers of Europe prior to the Great War, no longer having the significance that it once had, as those events were within living memory when the game was first published. And yet, Diplomacy: A Game of International Intrigue, Trust, and Treachery remains a classic because it emphasises the negotiation and interaction aspects of playing it as being key to the wargame aspect and mastering that is the path to victory—eventually. 

Wednesday, 6 May 2015

Sweet Charnel Decay

The primary focus of Pelgrane Press’ clue orientated RPG of Lovecraftian investigative horror, Trail of Cthulhu is the desperate decade—the 1930s. Yet it is no stranger to other time periods, in particular, the Great War. Author Adam Gauntlett has penned a number of scenarios set within the four years of the global conflict that took place between 1914 and 1918 that have taken the investigators soaring into the skies in Flying Coffins, diving into the depths in Sisters of Sorrow, and slipping behind the trenches in Not So Quiet, each time to face a strange new sanity searing threat to humanity that is taking advantage of the carnage and chaos of the Great War.

With Dulce et Decorum Est: Great War Trail of Cthulhu, Gauntlett revisits the conflict to further explore the advantage taken by certain entities of the Mythos and in the process present rules for handling the conflict in the air, at sea, and on land in this new mechanical age of war; set out a campaign framework and give scenarios old and new. In previous visits to the Great War by Lovecraftian investigative horror—in particular by No Man’s Land for Call of Cthulhu—the Mythos entities associated with such mass conflict have been the feasters upon the dead, that is, ghouls. Here the author takes this to the next logical step and places the Great Old One, Mordiggian, as the Great War’s darkest celebrant and patron. The Charnel God was not the instigator of the Great War, but it is pleased to participate and further encourage the loss of life on a massive scale—one more sign that the End Times near?

Thus according to Dulce et Decorum Est, the greater the devastation and the greater the scale of death, the more likely that Mordiggian will manifest. This might be as simple as the ghost-like Angel of Mons, but it might a personal manifestation. Either way, the aim of both is to drive men to greater acts of death and destruction. Whilst Mordiggian shares an interest in mankind with Nyarlathotep, unlike that of the Crawling Chaos, he is not malicious and manipulative, but malign and monomaniacal, concerned only with death. Often worshipped by those with an interest in necromancy, Mordiggian rarely dispenses boons, but nevertheless, given the patriotic fervour with which the war is supported at home by both sides, it is no surprise that the Charnel God is worshipped by cultists on both sides. Thus cultists are given for both sides in Dulce et Decorum Est. One, Agathe von Plon, previously appeared as the villain in Flying Coffins, whilst the others, the Balfour sisters, are distant relations to the author of the infamous tome, Cultes des Ghouls and together lead The Order of the White Feather, which actively supports the war and decries any signs of cowardice.

Dulce et Decorum Est offers four campaign settings and three scenarios. The four campaigns start with ‘The Home Front’, amidst the burgeoning feminism and sexuality of women doing men’s job as the popularity of the war grows and grows, before moving closer and closer to the Western Front. This is exacerbated in the second campaign setting, ‘Paris: The city of Tears’, and combined with the whirlwind chaos of soldiery passing through, nightly bombing, and keeping the troops entertained. The third, ‘15th New York Volunteer Infantry Regiment: A Season in Hell’, sees the Charnel God take advantage of, and drive on, the pride of an African-American infantry regiment, whilst the fourth, ‘Sinai and Palestine: Shadows in the Desert’, mixes espionage and guerilla warfare of Lawrence of Arabia with the Mythos.

‘Vaterland’, the first of the three scenarios is a prequel of sorts to Flying Coffins. It is set in 1914 aboard the Vaterland, a German passenger liner that has been chained up in New York harbour to prevent it being used ship supplies in support of the German war effort. The investigators are ‘yellow journalists’ sent to attend a concert being held aboard the Vaterland in support of Germany, one that is being attended by William Randolph Hearst! Is the concert a cover for a German spy ring? If so, could Hearst be German spy! This is why the investigators’ editor sends them aboard the Vaterland, but the truth of the matter is that the investigators are unlikely to uncover exactly what is going before everything goes awry. As the lights go out in the bowels of the passenger liner, the investigators find themselves trapped in the visions of the horrors to come and must find their way out of those as much as the ship itself. A relatively short, straightforward and confined affair, ‘Vaterland’ is a primarily interesting because of its setting, one that plays against our anti-German notions of the period. The inclusion of Hearst as an NPC adds an interesting wrinkle and a certain impetus to the scenario.

The second scenario is ‘Dead Horse Corner’ and fits more readily into our narrative of the Great War. The investigators are soldiers, members of the Royal Engineers, sent up the line to a forward observation post to re-establish contact with the unit assigned there and repair a broken telephone line. Under intermittent shell fire and sniper fire, the investigators find themselves isolated and at first haunted, then hunted by something in the valley. Again a relatively short scenario, it nicely builds on a strong sense of isolation and of the three scenarios in the book, is probably best suited to add to an ongoing campaign set during the Great War.

‘Sisters of Sorrow’ is the third and final scenario in Dulce et Decorum Est. It is also the only reprint and thus has already been reviewed here. Set aboard a German mine-laying submarine,  ‘Sisters of Sorrow’ is all about the infectiousness of paranoia and desperation in confined spaces. After all, nowhere could be more confined than an Unterseeboot in the middle of a Royal Navy blockade in the North Sea when the danger comes from below.

As well as a timeline of the war, the supplement presents a number of new rules. This includes the Military Talk and Battlefield Lore Abilities—the former for interacting with members of the military and its bureaucracy, the latter for knowing about and the way around a battlefield. For the most part the new rules consist of subsets for handling the different physical environments that the war is fought in, that is, on land, in the air, and at sea. The rules for both aerial and naval combat are not new rules, having been drawn from ‘Sisters of Sorrow’ for the naval rules and from Flying Coffins for the aerial rules, but their inclusion here is fitting. The new rules for ground combat cover the digging of trenches and laying of fortifications, trench warfare—including gas warfare, and the first incidences of armoured warfare—including both tanks and armoured cars. Whilst all these rules are appropriate, what is missing is a guide to creating investigators for any of these theatres of conflict, since many of the participants will be new to the military life and had jobs before enlisting.

Physically, Dulce et Decorum Est is solidly presented.The art is excellent, though the writing feels a little rushed in places. If the supplement is lacking, it is in the lack of overarching advice for the Keeper on running a campaign set during the Great War, but as a whole though, Dulce et Decorum Est gives the tools for the Keeper to run scenarios set during the war, plus numerous good ideas and three solid, though all too short scenarios.