PLAYER-GM PBEM RULES FOR CRUSADES (SPI) Version 1.2, September 1998 Alan Poulter INTRODUCTION These rules fall into two sections. The first outlines the general procedures for Player-GM PBEM (play by electronic mail). In Player-GM one player acts as the GM (games master) and runs the game while also playing in it. The second section gives rules modifications needed to PBEM a particular game. Such modifications will be kept to a minimum and be purely for purposes of ensuring that the game is playable PBEM using the Player-GM system, outlined below. PROCEDURES FOR PLAYER-GM PGM 1.0 PBEM orders and PBEM turn resolution PGM 1.1 The game will be played in PBEM turns, each consisting of one or more parts of a game turn. Each PBEM turn ought to require orders from all players. One PBEM turn will take place per week (allowing for holidays etc). PGM 1.2 One player will be known as the 'Player-GM' and will responsible for working out the results of player orders as well as playing in the game. Orders from the Player-GM (only) will be encrypted, and sent to all other players prior to receiving their orders. This stops the Player-GM from knowing other player's orders before writing orders. The encryption stops other players knowing the player-GM's orders before they write orders. The Player-GM will circulate the decrypt pass phrase for these encrypted orders when all the other player's orders have been received. All orders for a PBEM turn will be published for all players to see, including the plain text of the Player-GM's orders. It is up to the other players whether they decrypt and check the Player-GM's encrypted orders against the plain text version. It is not obligatory to do so. PGM 1.3 It is recommended that the encryption method used is PGP (Pretty Good Privacy) 2.6 available from:- http://www.well.com/user/ddt/crypto/where-to-get-pgp.html PGM 1.4 As well as the orders for all players, the Player-GM will also publish a detailed resolution of all orders, so that players can check the Player-GM's resolution for mistakes. Mistakes must be noted and corrected before the next PBEM turn commences. Finally the Player-GM will also publish a summary of player positions at the end of a PBEM turn. Therefore each PBEM turn will see publication of three reports, player orders, resolution of player orders and a position summary. PGM 1.5 It is the Player-GM's prerogative to set deadlines for orders and for order resolution. It is recommended that, unless interrupted by public holidays, player orders for a PBEM turn will normally be resolved over a period of 60 hours immediately following the deadline for their receipt. PGM 1.6 Players unable to meet a deadline may use another player or an observer as a proxy to submit orders for them or submit orders in advance. The Player-GM *must* be informed at least a PBEM turn in advance of any proxy arrangements. If a player submits no orders then no activities (other than default ones) will be carried out for that player that PBEM turn. If a player submits no orders for two consecutive PBEM turns then an observer or some other replacement player will be asked to take over the abandoned position. If no replacement can be found then the abandoned position will be left unplayed and will carry out default orders only. PGM 1.7 Orders should be unambiguous and cover all the actions required in a PBEM turn. If a player is unsure of the clarity of part of an order they should check with the Player-GM first. Ambiguous orders will be ignored by the Player-GM. Unless an action is specified it will not be carried out (unless it is the default). PGM 1.8 The Player-GM will use an email die roller (e.g dice@pbm.com) to generate die rolls to resolve orders. This removes the possibility of the player-GM unduly influencing die rolls. The die roller will also be used for the drawing of cards, if required. The player-GM will publish lists of cards to be used, against die roll numbers to draw them. Cards are not in decks but in lists, so that each undrawn card has the same probability of being drawn as any other. Note that drawing cards in this way does not permit cards drawn to be hidden. PGM 1.9 Orders can always be made conditional on results or other player actions occuring in a previous part of a PBEM turn. Orders may be made conditional on results or other player actions occuring earlier in the same part of a PBEM turn if that part of the PBEM turn has the players moving in sequence and not simultaneously. PGM 2.0 Game rules PGM 2.1 All rules from the game will be used, unless modified as specified below. Players should familiarise themselves with any PBEM rules modifications before play starts (see Rules Modifications for PBEM section). PGM 2.2 Should any rules problems arise for the game, they should be solved by consensus. Rules problems should be solved within the framework of the game system and not by use of historical analogies (or redesigning the game system). If no consensus can be found, the problem will be posted to online forums (e.g Consim-l, rec.games.board and CDB) and determined according to the nature of any non-player replies, with precedence given to any reply from the game's designer. PGM 2.3 Sides are chosen randomly. Players will be given a deadline by which trades of starting side can be made. Players must agree unanimously on the use of scenario, optional or variant game rules prior to the determination of sides. PGM 2.4 The game can be ended at any time and winners, losers etc determined by by the unanimous consent of all the players. This is to allow for stalemate situations, player drop outs etc. PGM 2.5 Any PBEM rule modification following may be changed with the unanimous consent of all the players. This is to accomodate unforeseen problems with the PBEM rules modifications. PGM 3.0 The Players PGM 3.1 Before play commences, all players should introduce themselves by means of a short biography. This *must* include mention of any previous contact with any other player. This is simply to reveal outside factors that may affect alliances. PGM 3.2 Players are free to behave as they wish within the normal limits of email etiquette. The use of public press notices is encouraged. Personal abuse or technological trickery (e.g. forgery) are not allowed. Players indulging in either will be replaced. PGM 3.3 Players should send public treaties to the Player-GM with orders for publication. Identical copies of the treaty must be sent by each party for the treaty to have validity. PGM 3.4 Players are free to make secret treaties. Note that these *cannot* be publicly verified unless 'digital signatures' (see the PGP home page above) are used. RULES MODIFICATIONS FOR PBEM The following rules replace or add to those given in the game rules. [4.0] Sequence of Play After all player orders for a turn are received, the Player-GM will resolve Random Events. The Player-GM will call for extra player orders in response to these events (only). These orders *must* be received within 36 hours of the call, else default responses (see 20.2,20.3 below) will be made. [5.0] Orders If just a 'siege' is ordered, the default is for it to be a Full Siege. [6.48] Players must order attrition losses (from movement) to be offset by bezants. The default is *not* to offset attrition. [6.45] Attrition losses by default are taken from Leaders working up from the bottom of a Force's Leader list on the summary, until the required total has been met, taking one SP from each Leader for Crusaders, and repeating as necessary. [8.0] Leaders The default choice of leader is the highest ranked leader with the highest guile/combat total. A D6 is rolled to choose between equal leaders in name order (e.g if two leaders, 1-3 chooses first Leader, 4-6 second, if three leaders 1-2 chooses first etc.). [9.63] Crusader SP losses by default are taken from Leaders by working up in order of totalled guile and combat ratings, using alphabetical order for those Leaders with identical totals, until the required total has been met, taking one SP from each Leader. [9.7] Retreats and disruption Players will be given 36 hours from the publication of a turn to suggest preferred retreat hex(es). [9.83] Leader losses by default are taken from Leaders by working up in order of totalled guile and combat ratings, using alphabetical order for those Leaders with identical totals. [9.86] The default is to hold captured Leader(s) at the nearest friendly-held city. [10.42] In a siege the default is *not* to surrender. If a surrender is ordered the default terms are to move to the nearest friendly-held city with all forces and leaders but to give up any field treasury. If there is no friendly-held city then no surrender (under the default terms) is possible. [20.2,3] The default is to award a Treachery point to the highest ranked leader with the highest guile/combat total. A D6 is rolled to choose between equal leaders in name order (e.g if two leaders, 1-3 chooses first Leader, 4-6 second, if three leaders 1-2 chooses first etc.). [20.2,9] Players are given 36 hours from the publication of the turn to pay leaders to stay. The default is not to pay. [20.2,13] The default is not to attempt Assassination. [20.3,1] Reinforcements are placed by default with the largest Force in a controlled City. If no controlled City has a Force then reinforcements are placed in the City worth most VP points. A D6 is rolled to choose between equal VP Cities in name order (e.g if two Cities, 1-3 chooses first Leader, 4-6 second, if three Cities 1-2 chooses first etc.). [20.3,5] As 20.2,3 above. [20.3,7] The default is to pay bezants from Treasuries from largest to smallest City Treasuries, then Field Treasuries. [20.3,9] The default is not to use Jihad extra movement. [20.3,13] See [20.2,13] above. [20.4] The default is to deny a Vision. [20.44] The default is not to dispute a Vision. [20.53] See 9.63 above for Crusader SP losses. [21.36] The default is for a defending player to negate as many Treachery points as possible. [24.1] The default is *not* to want combat. [24.33] The default is *not* to withdraw. [24.42] The default is *not* to withdraw.