PLAYER-GM PBEM RULES FOR MACHIAVELLI (AH, 1st ed.) Version 1.0, November 1997 Alan Poulter INTRODUCTION These rules outline 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. 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 game turn. Each PBEM turn will 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://world.std.com/~franl/pgp/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 2.0 Game rules PGM 2.1 All rules from the Basic and Advanced game will be used as well as the Optional rules for Natural Disasters and Special Military Units. 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 and rec.games.board) and determined according to the nature of any non-player replies. 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.