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Murky's House Rules
These are the rules which I operate under
when GM'ing a game. Feel free to email me regarding them at
murky@lspace.org.
- Standard Dip rules apply, except as
indicated below.
- These rules will apply to all games I GM
unless the game is labelled as deviating from these rules in
some way (e.g. the 'Newbie' game was a 'No Grace'
game)
- Deadlines will be set roughly according
to a schedule announced at the start of the game. There may be
variances to this due to outside commitments.
Unless otherwise specified at the game
start, deadlines will be 3-4 days for a move. 1-2 days for a retreat.
2-3 days for an adjust. The first phase may get a longer period. This
may be altered if Real Life intervenes, but it won't be speeded up
unless players agree.
- Early orders are encouraged. Early orders
avoid NMRs
- If all players submit orders before the
deadline then the move may be processed early. A player may specify
"please hold until deadline". If the players so indicate, a
game can be run so that the move isn't processed until the deadline
as a matter of course. However, this must be agreed before the
game.
- If I notice an error I will notify the
player - however, the final responsibility for error checking will be
the players.
- Order Format. Orders should be submitted
for ALL of a power's units, even if holding. Each unit should have
an order in a format akin to one of the following:
- A Province1 Hold
- F Province1 moves to Province2
- A Province1 Supports [Martian] A Province2 [Hold]
- A Province1 Supports [Martian] A Province2 moves to Province3
- F Province1 Convoys [Martian] A Province2 moves to Province3
The country of ownership of units being supported or convoyed should be
specified if they belong to a foreign power.
Note that it is assumed that a supported unit is holding unless
otherwise specified,
- i.e. "A Vie S A Bud" = "A Vie S A Bud
Hold"
Acceptable synonyms for actions are as follows:
- * Hold = "H"
- * Move = "-"
- * Support = "S"
- * Convoy = "C"
So the above become:
- A Province1 H
- F Province1 - Province2
- A Province1 S [Martian] A Province2 [H]
- A Province1 S [Martian] A Province2 - Province3
- F Province1 C [Martian] A Province2 - Province3
Province names should either be specified in full or given their
standard abbreviations (I prefer the using the
most abbreviated form possible):
- A Pro1 H
- F Pro1 - Pro2
- A Pro1 S [Martian] A Pro2 [H]
- A Pro1 S [Martian] A Pro2 - Pro3
- F Pro1 C [Martian] A Pro2 - Pro3
Note that in all of the above, I consider the information in square
brackets to be optional, but I recommend the inclusion of this
information for clarity. Note: Don't include the brackets!
- AMBIGUITY:
- F Cly-Liv is not ambiguous.
- F Edi-Nor is ambiguous.
- F Liv-Nor is NOT ambiguous.
For maximum clarity use the standard
abbreviations. The type of unit SHOULD be specified - but if the type
unit is incorrect then the move will go through as if the unit were
correct - as there's only one possible legal interpretation. For
maximum safety, type out the province name in full. The coast should be
specified to avoid all ambiguity. In the above vain, F Bar-StP would be
processed as F Bar-StP(nc), but F MAO-Spa would be ambiguous, and hence
void. Get into the habit of specifying coasts.
Similarly, a simple mispelling will be
corrected (e.g. A Kei-Den) with a note usually going to the player
informing them of the action, orders will not be interpreted
as ambiguous because of a typo like this. Where a spelling mistake
introduces an ambiguity, impossibility or illegibility then the GM will
not be able to make the correction - and where noticed in time the
player will be asked to clarify. Where a typo takes the form of a valid
alternative order then the order will be executed as written. Remember,
whilst the GM CAN and WILL comment on the technicalities of orders
(where noticed) the GM will refrain from commenting upon any strategy,
no matter how tempting it is to point out a stupid move!
- Communication should not take
place during a retreat phase between players who have retreats to order
and any other players.
- The GM may send reminders before
deadlines, but the player should NOT rely upon these. it is not the
GM's responsibility to chase players.
- A player may ask for a reasonable
extension at any time. However, one would request that reasonable
notice be given. If a player is to be away for an extended period then
the player should seek a replacement. The GM has the final say on what
is "reasonable" in the above situation. For example, a
request at short notice when the player could have foreseen the need
may be deemed not reasonable. Requesting an extension does not mean
that the extension has been granted. Having said that most extensions
have been granted in the past.
- If, after a grace period, a player misses
a deadline then the GM will process that move as an NMR, no moves
requested. All the players units will stand. If the player misses a
retreat phase then the GM will disband units. If the player misses an
adjust phase, then they will not get any builds - or will have units
disbanded at random - as the game requires.
- If a player NMR's then the GM will
wait 24 hours. If the player is not heard from within that time then
the GM will consider the position abandoned and seek a replacement.
Until a replacement is found that power will be in Civil Disorder.
Abandoning a game is not likely to endear you with future GM's - if
you must leave, try to find a replacement, or at least let people know
in advance.
- The GM will confirm all orders received.
If you don't receive a confirmation within a reasonable time, then
assume that your orders have not been received and resend them. Proof
of sending is NOT proof of receipt. The confirmation message is
acceptable proof of sending orders in the event of an
NMR.
- The move will not be processed again due
to player error. The move will not be processed again in the event of
player comms trouble. To do so would open the game up to cheating. It
is recommended that a method of communication is established with
someone else who can get a message to the GM in the event that you have
comms trouble.
- If the GM has made an error, which the
player can point out, then where possible the move will be reprocessed.
Only the latest move will be reprocessed - it is regrettable, but the
game will not be wound back five years!
- In the event of a dispute between player
and GM, the GM will seek advice of three afpdip members who are not
involved in the game. Their decision is final - the GM and the player
will abide by it.
- The house rules will not be changed once
the game has started, unless extraordinary circumstances arise. If the
need arises for an alteration then the GM will look at the "common
sense" clause below! (This file, however, may be modified for
future games)
- Players can propose a draw at any time
(via the GM). Draws will by DIAS, "Draws include ALL
survivors". Any draw must be agreed by unanimous vote.
- The GM will manage all votes. All votes
are anonymous. A no vote is counted against the proposal (e.g. against
the draw, against the change in GM etc.) Only players who still own
units and supply centres can vote.
- The GM reserves the right not to accept
someone into a game, or to ask someone to leave.
- In the event of an occurrence not covered
by these house rules, the GM will use his discretion. The GM's
decision is final, with the caveat described above, regarding GM/player
disputes.
- Any game related mail sent to the GM will
be considered fair game for post game analysis (unless the mail is
labelled 'for your interest, not for publication post game' or
some such thing.) Game related mail will NOT be commented on by the GM
to the player (other than to acknowledge receipt), or intentionally
disclosed to another person during the game. Players are invited to
entertain the GM by explaining their devious schemes as they go
along.
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