Introduction | ||
Once a Play by e-mail (PBEM) game has begun, e-mail communications between players become a major
factor in how the game progresses. Treaties are formed, deals are made, and information is passed.
At the same time, however, treaties are broken, deals are faked, and information is falsified.
Some players think that's just fine, while others feel that players should to stick to their word religiously. Experience has shown that major problems between players can arise when there are different levels of ethical expectations. PBEM games that have ethical expectations laid out clearly at the beginning will have fewer problems and be more enjoyable for all. This page is an attempt to set up some guidelines that game administrators may wish to use to help establish a standard of e-mail ethics.
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One of the biggest problems that occurs in PBEM games is the confusion that is created when there is
no distinction between the fantasy world of Warlords II and real life. For example, while in the character
of Warlords country leaders, players have been known to throw out some pretty serious insults. If it is
not made clear that the insults were made within the context of the game, other players can take serious
offense. Arguments can start and players can drop out of the game - thereby ruining the game. While this
is an extreme example, it illustrates the point effectively.
In order to avoid these types of problems, a clear distinction must be made in e-mail communications between "Real Life" and "In character" messages. | ![]() |
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The Bracket Method | ||
One method that has been used successfully is the bracket method. It works like this.
The game administrator
makes it clear at the beginning to the game that any e-mail message that contains the
title of the game in the
"Subject" field is being written by the fantasy character that leads the country that
sent the message. Then
if anyone wants to add any information from the real world (i.e. "Where's the game file?,"
"Are you leaving
for the holidays," or "Why did you kill my best hero when I asked you not to?"),
they can do so by starting
the "Real Life" information with an open bracket, a capital "RL" and a colon.
The information should be ended
with a closed bracket. An example:
I will not rest until I see your blood spread across the trees!! |
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Once the distinction between "Real Life" and "In Character" has been established,
it is much easier to set a level of ethical e-mail standards.
To avoid endless litigation over whether or not someone crossed the ethical line, only the two clearest levels of ethics will be used here: Lies and the truth. Game administrators who want only the truth to be told and promises to be kept should choose the "Highly Ethical" option. Those that feel lies, mis-information and broken promises make it more interesting, should go with the "Anything Goes" option. All players should realize that this refers ONLY to e-mail communications, and that all game rules and PBEM Etiquette should be followed regardless of what e-mail etiquette is chosen. Once the e-mail ethics have been established by the game administrator, the options chosen should be recorded in the "Real Life Ethics" and "In Character Ethics" information fields on the PBEM game setup form at this web site. |
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Highly Ethical | ||
Only the truth should be sent over e-mail. No half truths, partial truths,
or slightly distorted facts. Just the truth.
All promises and deals made over e-mail should be kept to the letter. (Note: Under these conditions, players should always place time limits on negotiations. For instance, "we will not attack each other for 10 turns," or "you will not kill my scouts for the whole game." If players make an open-ended promise like "we will be allies," it will be impossible to have a single winner without this deal being broken - assuming neither of the negotiating parties is eliminated by someone else). |
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Anything Goes | Any amount of lying, backstabbing, promise breaking or trickery can be done over e-mail so long as it stays within the rules of the game and does not involve trying to keep someone else from playing the game. | |
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There are a couple of other variations on these ideas that could be tried to make a PBEM game a little more interesting. | ||
Too Many Secrets | ||
All the players agree that ALL communications between players (e-mail and otherwise)
should be sent to the whole group.
The only exception to this rule is a communication that is done from within the confines of the game itself. Using the Diplomacy Board, sign posts or city names to send information is acceptable. This option is good for preventing players from being knocked out by secret alliances, and it also makes for a more interesting game because all the players get to hear a great deal more chit-chat than they usually would. This option is also highly recommended for a "Highly Ethical" game, because it is much easier to resolve a dispute over an e-mail contract if everyone has a copy of it. |
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Radio Silence | ||
No communication or diplomacy about the game at all, except to say where the game file is going. Therefore, only "Real Life" e-mails would be sent, and all "In Character" dialog would be done with swords. |
This page was written and designed by Bob Newell. bob@herald-sun.com
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Gary Best, and others where indicated.
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