24.12.2012 Views

Diplomacy World #103 - Fall 2008 Issue

Diplomacy World #103 - Fall 2008 Issue

Diplomacy World #103 - Fall 2008 Issue

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

[This game begins with a lengthy discussion of the<br />

“science” involved, then the rules. At the end are some<br />

design comments, such as I can make about 25 years<br />

after I designed the game.]<br />

This game depicts warfare in a not-too-distant future.<br />

Humanity has colonized several stellar systems. Internal<br />

disorders have led to the destruction of all useful worlds<br />

in the Solar System, and to the partial de-civilization of<br />

the colony worlds. Where sufficient natural resources are<br />

obtainable within a system, not yet exhausted by<br />

intensive use, faster-than-light (FTL) travel has been reestablished<br />

on a practical basis. (The knowledge was<br />

never lost, but the technology for FTL ships was<br />

temporarily beyond the production capabilities of any<br />

system.) In other systems, where resources are not<br />

available, industrial installations still exist but no<br />

government remains with the coherence necessary to<br />

resist interstellar invasion. In several relatively recently<br />

colonized systems industry is still limited but resources<br />

are ample. The governments of the older systems,<br />

lacking sufficient resources at home to operate all the<br />

available industry, and foreseeing the exhaustion of the<br />

remaining resources in the near future, plan to gain<br />

control of other systems which possess raw materials in<br />

abundance. Each player controls one of these<br />

expanding nation-systems.<br />

FTL travel can be accomplished only by massive<br />

objects, traveling from a planet in one system to a planet<br />

in another. The only way to enter or come out of FTL<br />

drive is with the aid of a planetary mass. A huge mass<br />

such as a star severely interferes with the drive. As a<br />

result, fleets typically consist of large spaceships (10+<br />

miles in diameter) which never descend to a world’s<br />

surface. Only the outer planets of a system may be<br />

reached by FTL travel, owing to the sun’s interference<br />

closer in.<br />

These ships travel within a system using an anti-gravity<br />

device which also requires large (planet-size) masses to<br />

react against. Thus ships may only travel between<br />

planets, not directly deep in interplanetary space.<br />

In combat, ships project fields (related to the gravity/antigravity<br />

propulsion units), an entire fleet projecting a<br />

single integrated field. The size of a fleet is naturally<br />

determined by the number of ships which can orbit a<br />

world while projecting a field, without forcing some ships<br />

so far away that they are unable to use the normal space<br />

drive. Fleets on nearby worlds may reinforce the field<br />

projection of a fleet. Ships are seldom destroyed; instead<br />

they are forced to go into drive to retreat to a nearby<br />

planet. If other fleets occupy all planets within range, the<br />

fleet is forced into interplanetary space, where it<br />

Fighting SUNS<br />

Copyright, <strong>2008</strong> Lewis Pulsipher<br />

<strong>Diplomacy</strong> <strong>World</strong> <strong>#103</strong> - Page 30<br />

becomes a drifting target for heavy missiles and is<br />

destroyed. Of course, the technology permitting such<br />

huge ships to move without a tie to planets exists, but it<br />

is so expensive that the necessary units are not in<br />

production, nor would it be efficient in the long run to put<br />

such propulsive units on the great ships.<br />

The only defense against space fleets is the very large<br />

and expensive planetary defense installation, including<br />

orbital and planet-based components. Because<br />

propulsion units need not be included, these are cheaper<br />

than space fleets. Planets are otherwise defenseless<br />

against space fleets and therefore routinely surrender to<br />

them without resistance. The human race, having seen<br />

the Solar System destroyed, has adopted a form of<br />

limited warfare similar to that known in Europe c. 1650-<br />

1750. Fleets are capable of “burning off” planets; while<br />

no fleet is likely to do such a thing, planets nevertheless<br />

surrender when faced with an orbiting enemy.<br />

Teleportation between worlds and systems is known, but<br />

only raw materials can be teleported without harm.<br />

Humans die; electronic components (disassembled<br />

spaceships, for example) are irreparably damaged.<br />

The Rules.<br />

The rules of <strong>Diplomacy</strong> apply except as follows.<br />

1. Definitions.<br />

A) Stellar system: a group of planets surrounding a star,<br />

separated from other systems on the hex sheet by a<br />

heavy black line. Planets are identified by the first letter<br />

of the system name and the number beside the planet<br />

(A5, B2, etc.). There are eleven stellar systems in the<br />

game.<br />

B) Fleet: the space fleet, which acts as a normal army in<br />

<strong>Diplomacy</strong> except as stated below.<br />

C) In-system: the area one or two hexes from the sun of<br />

a stellar system. In-system planets are separated from<br />

out-system worlds by black lines, and are identified by<br />

one-figure numbers.<br />

D) Out-system: the area more than two hexes distant<br />

from the sun of a stellar system; out-system worlds are<br />

separated from the inner system by black lines, and are<br />

identified by two-figure numbers.<br />

E) Hyperjump: movement between one stellar system<br />

and another “connected” to it (within range), permitted<br />

only between outsystem planets of different systems.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!