The Proposal
In the first session that I organized for my 12 co-workers, we played Pit, Apples to Apples, Haggle, and Set. Other than Set, it went over extremely well, so much so that I was enthusiastically asked to do another one.
For this second one, I was asked to do something with more strategy and tactics, more group work, and around 2 hours. I don't know why, but I immediately thought I could pull off Diplomacy.
My experience with the game is 1.5 games. I'd never tried to explain the game, and I hadn't played in several years. In fact I had to borrow a copy just to have a large map for the official positions. And I don't think I even like playing the game very much. But I was going to be facilitator, not a player.
The Prep
In preparation, I reread the rules. I asked someone who has played several times for advice on how to run the game. I photocopied short rules summaries and many copies of the map for the players to use. I considered changing the theme to something like competing companies with coffee machines for supply centers, but I didn't get around to it. Pre-WWI would have to do.
My biggest problem was that I only had 2 hours. I was hoping I could run rounds in about 15 minutes each, until near the end where I would give 10 minutes each. It was a very ambitious plan, and it failed completely. Instead of the 8 to 10 rounds I was hoping to get through, we only managed to get though 4.
The Explanation
Of course, I had to explain the game rules, and with non-gamers especially, every possible misunderstanding will be misunderstood. To complicate things, non-gamers are not intent and serious when listening to rules; they joke around and talk a lot; they lose focus after you get to the second rule. That's perfectly fair; after all it was supposed to be a social gathering, not a training seminar.
I got sidetracked following up the questions that lead all over the place after the first rule, until I realized that if we didn't start soon, people would just become even more confused and we would never get to play. Once we got started, I filled in individual people and teams as to any holes they still had in the rules. Only the UK people learned about the convoy rules. Suffice to say, I completely botched the rules explanation.
I never got around to explaining exactly how orders are suppose to be submitted. During the game, I got "army into B" (which one?), or just "army". I got only one unit submitted from a country, instead of all units. I got verbal instructions on top of the written ones, before, during, and after movement. I got two units from the same country trying to move into the same space several times ("you never said we couldn't do that!" in round 3).
The Questions
During the game's four rounds, I was asked if a unit could move several spaces and not just one, if it had to move to an adjacent space, if a fleet could travel on land, and if an army could travel on water. I was asked how you could move your supply centers and whether you could freely switch around your units at the start of, or during the middle of, the game.
I was asked if you could support an attack on the other side of the board, why you couldn't support and move at the same time (tried, and complained about when it failed), what the supply centers were for, and what the countries without them were for. And what a production center was (I said "production" center instead of "supply" center once - big mistake in a room full of technical writers).
I was asked whether you could get new units anywhere on the board instead of just in your supply centers, or if you could get them in the same space as your current units, or if you get additional units equal to all of your supply centers and not just your new ones. And what was the difference between a unit, an army, and a fleet, again?
And I got asked a lot of strategy questions, nearly all of which which I declined to answer.
The Play
We had 12 players in two teams playing 6 countries. No one played Italy, so it just waited to get beaten up.
It didn't take much time for people to realize that they simply could not achieve anything without trying to forge deals; you have to abandon your home country in order to conquer other supply centers, and that leaves you vulnerable until you get new units. The negotiations really got going, so that worked. The room got quite noisy. All but three of the players got into it and had a good time. They were actually quite good at it.
I told everyone that they could spy and lie. In fact, during the game they all lied continuously. I don't think any deal reached was actually implemented. Sometimes it was just due to misunderstanding how to submit the rules (there was confusion as to how to write "A supports B into C"). Most of the time it was intentional backstabbing.
Specific Reactions
The UK players were sitting next to me, and they had a hard time understanding many of the rules. They were quite happy and willing to try, but they made some mistakes with movement and support, and then complained that they didn't get a complete rules explanation when their moves didn't work. Rightly so.
Turkey and Germany did a fine job of slamming across the southeast and south central areas of the board. They ended as victors with six supply centers each. One of the Turkey players said that the game appealed to him greatly due to his interest in history.
The two Russia players were the sand in the wheels. One of them wasn't at all interested in this type of game, didn't fully listen to the explanation and didn't like all the noise. So she didn't play.
The other one couldn't wrap his head around conquest objectives; he wanted to know why the rules called for military objectives instead of forging peaceful relationships. It was cognitive dissonance. As a result, Russia deliberately made no moves in any of the four turns. Although he understood that a game is a game - and Diplomacy is as abstract as they come in war games - he didn't like playing warfare on real areas of the world where massacres had occurred. He pointed out some on the board for me. I couldn't blame him; I kind of feel the same. Good think we didn't try Nazis vs Britain or somesuch.
Most everyone wanted a big screen with a projection of the game on it. They wanted name tags for countries, so they knew who was who. They wanted better ways to simultaneously update everyone's maps with the results of each round (aka computer assistance). They wanted to know the rules much better.
All in all, considering all the chaos, nine out of twelve seemed to have a good time, and one of the other three probably did, too.
Conclusion
There was of course way too little time. We played only 4 rounds, instead of the 8 or 10 I was foolishly hoping to get to. We even had to stop for a coffee break after round two. I got a few thank yous and compliments.
Allegedly, the point of the game was to a) socialize the group, and b) get our minds working in ways that they are not used to, so stir up creativity. I'm not sure, but I think it ultimately worked.
Showing posts with label diplomacy. Show all posts
Showing posts with label diplomacy. Show all posts
Friday, March 27, 2009
Friday, March 13, 2009
Planning a New Game Session at Work: Diplomacy
I'm planning a new game session for work. In the last session, I introduced 11 coworkers, none of them gamers, to the joys of Pit, Apples to Apples, and Haggle. I interspersed games with short history and cultural information about tabletop games in general and these games in particular.
They asked me to do another one. This time, the criteria was: 15 people, more cerebral, more group activities (not individuals, and not only two teams), and up to two hours. I asked on the Geek for some suggestions, but before I even got any, I knew what I wanted to run: Diplomacy.
Now, Diplomacy has some drawbacks:
1) It's far longer than two hours, usually. That's ok. I'll just limit turn length to 15 minutes each, and play only 7 rounds.
2) It can make you some serious enemies. I'm thinking that I can keep the session light-hearted enough to not have to worry about that.
3) It's "a war game" sort of, and won't appeal to everyone. Again, I'm pretty sure I can overcome that; they were all pretty game for all three of the previous games I ran, and the time length is limited.
4) I've never run a Diplomacy game before. Actually, I've only played Diplomacy 1.5 times. I also don't own a Diplomacy game.
As to the last problem, I know how the game works. I've also downloaded the rules and a map. I feel confident I can explain the game and get it running.
As to the third problem, I'm thinking about re-theming the game. Maybe make the supply centers coffee stations, and the areas work projects, and the winner the one who has control of the most work projects (or coffee stations) by the end of the seventh turn.
I can make the armies "writers", and the fleets "secretaries". No? Got any better suggestions? Where can I find alternate maps (suitable for printing)?
I know that I have to carefully work on keeping the game rules explanation down to 5 or 10 minutes. Any other suggestions?
They asked me to do another one. This time, the criteria was: 15 people, more cerebral, more group activities (not individuals, and not only two teams), and up to two hours. I asked on the Geek for some suggestions, but before I even got any, I knew what I wanted to run: Diplomacy.
Now, Diplomacy has some drawbacks:
1) It's far longer than two hours, usually. That's ok. I'll just limit turn length to 15 minutes each, and play only 7 rounds.
2) It can make you some serious enemies. I'm thinking that I can keep the session light-hearted enough to not have to worry about that.
3) It's "a war game" sort of, and won't appeal to everyone. Again, I'm pretty sure I can overcome that; they were all pretty game for all three of the previous games I ran, and the time length is limited.
4) I've never run a Diplomacy game before. Actually, I've only played Diplomacy 1.5 times. I also don't own a Diplomacy game.
As to the last problem, I know how the game works. I've also downloaded the rules and a map. I feel confident I can explain the game and get it running.
As to the third problem, I'm thinking about re-theming the game. Maybe make the supply centers coffee stations, and the areas work projects, and the winner the one who has control of the most work projects (or coffee stations) by the end of the seventh turn.
I can make the armies "writers", and the fleets "secretaries". No? Got any better suggestions? Where can I find alternate maps (suitable for printing)?
I know that I have to carefully work on keeping the game rules explanation down to 5 or 10 minutes. Any other suggestions?
Monday, July 03, 2006
Some Israeli and Jerusalem Gaming News
1. A new Chess club is opening in Jerusalem. Their website is here. Their first meeting is today at at 15.45 in the Matnas on Emek Refa'im 12 in the German Colony.
2. A Scrabble tournament in Tel Aviv:
4. Go meets on the first Tuesday of every month (tomorrow night) in Jerusalem from 19.30+ Cafe Rimon, middle of Lunz Street, a pedestrian link between Ben-Yehuda and Yaffo. (City Centre). Contact person: Uli (Sam) Freed, 054-4925747.
5. ICON 2006, the Israeli sci-fi and roleplaying convention is already scheduled for the entire week of Hol Hamoed Sukkot, 9 - 13 October. As usual, the JSGC will be having a games day on one of those days.
Yehuda
2. A Scrabble tournament in Tel Aviv:
Just over two weeks to go before the Tel Aviv Scrabble Club hosts its3. The annual Diplomacy Convention DipCon2006 is being planned. For further details contact Sharon Prober.
first ever open Scrabble tournament. The tournament will take place on Wednesday, July 19th.
Players in the event will play in different divisions (according to level of play) one division consists almost exclusively of beginners and the experts among you will feel right at home in the expert division.
For further details.
The number of places in limited so please register as soon as you know whether you can come. If you have any questions, don't hesitate to email or phone at 077-8844013 (h) / 09-7781976 (w).
4. Go meets on the first Tuesday of every month (tomorrow night) in Jerusalem from 19.30+ Cafe Rimon, middle of Lunz Street, a pedestrian link between Ben-Yehuda and Yaffo. (City Centre). Contact person: Uli (Sam) Freed, 054-4925747.
5. ICON 2006, the Israeli sci-fi and roleplaying convention is already scheduled for the entire week of Hol Hamoed Sukkot, 9 - 13 October. As usual, the JSGC will be having a games day on one of those days.
Yehuda
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