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ISSUE 41

August 18th, 2025
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* All Hyborian War content and images copyright © Reality Simulations, Inc.

* Grab free copies of Hyborian War's kingdom set-up reports at The Hyborian Tome!

Click here to learn more about the Kingdom of Zamora.

Editorial

Issue #41 is here!



Whoever woulda thunk it, huh? Welcome to what I call "The Latecomer Issue." It wasn't a planned thing to call it this, but the idea to call it that came to me around 7:30 AM on a Saturday morning, the Saturday before this issue publishes. In fact, I'm talking to you live on the spot from the location where the idea spontaneously manifested itself, right now. But because this issue hasn't been published, yet (heck, it hasn't even finished being written, yet), it will be a couple of days in the future before you get wind of it.



Don't blame me, though. Blame Joe Franklin. Joe came through for me (shame on all of you out there that doubted that he would), and sent me an article to include in this issue of PBM Chaos. What a swell guy!



And as I started to read it, under the pretext of "proofreading it," that date of 1989 stabbed me right in the eye, and I told myself, "This Joe fellow is a latercomer."



But what did I mean by that? Well, old Joe was a latercomer to play by mail gaming, if that's when the PBM bug first bit him. Then it dawned on me that I am a latercomer to PBM, also. I still have seniority on Joe, thank goodness (he would never let me live it down, otherwise), but I'm still a latercomer to the play by mail gaming scene, having arrived somewhere in the neighborhood of 1986-1987. I ought to just ask the folks at RSI, as their records likely hold the answer to that ongoing uncertainty of mine. It would be terrible, though, if they ended up telling me that it was something like 1994. I might ought to continue holding this particular PBM card close to my vest, for now.



Rick Loomis of Flying Buffalo, Inc. fame published the play-by-mail game, Nuclear Destruction, in 1970. Thus, latesleeper Joe Franklin finally crawled out of bed almost two full decades later. Talk about one hell of a nap! Meet the Rumplestiltskin of play by mail, people.



I wasn't much better than him, the truth be told. Fast forward to the present day, though, and mighty Joe Franklin is like a modern day Babe Ruth of play by mail gaming, as he's on another of his KJC Games binges. I know for a fact that he's currently playing both Quest and Monster Island (if my brain and my memory haven't gotten jarred too much). He's like Speedy Gonzalez, posting here, posting there, posting everywhere in more than PBM-related Discord chat server. I can't keep up with the fellow, even though I'm probably a good bit younger than he is. Let's just keep that a secret between you and I, though.



The very next time that you hear anybody say that PBM is dead, be sure to ask them if they slept through PBM's best days, when it was still alive and thriving and jumping through hoops.



One of the great and new mysteries of PBM gaming is why Joe Franklin (how many times am I going to say his name?) was able to send me an article to publish in this issue of PBM Chaos, but you weren't? Or maybe Joe tried, where you didn't. Shame! Shame! Shame!



We need to keep it going, people. Life will be better for all of us - and PBM - if we do. Maybe we can recapture that spark of old, and do justice to play by mail gaming, here in the modern age. If this is the modern age, then why is human society still so backwards? Lick on that one like a lollipop, why don't ya?



If I'm gonna talk about PBMer Joe Franklin so much, maybe I should have just called this The Joe Franklin IssueNah. It just doesn't have the same ring to it as The Latercomer Issue does. Plus, it spares us from Joe developing a Napoleon complex.



All of those PBM games that poor Joe missed out on, and all because he took his time arriving on the PBM scene. But Joe, you see, had to learn the same lesson more than once. For some reason, he thought that there was more to life than just play by mail gaming. Boy, they just don't make 'em like they used to!



Joe apparently couldn't make his mind up, which is why, apparently, he made more than one foray into PBM. We are fortunate, you and I, to be witness to his foray into writing articles for PBM Chaos, now. The here and the now - that's where PBM of today is.



If you subscribe to PBM Chaos, if you read its issues, or even if you just browse them, then you're within earshot of play by mail gaming, whether you're currently playing in any PBM games or not.



And like you, I am sometimes a bit miffed about what actually and truly qualifies as a PBM game, in this day and age. Well, even in the golden era of play by mail gaming, correspondence gaming or postal gaming as some preferred to call it, PBM was always changing. Yeah, the postal part stayed the same, for a while, but the amount and the type of PBM games that came into existence, where before there were none or very few, exploded. Hundreds of PBM games, hundreds of PBM GMs, hundreds of PBM companies. How was all of that possible way back then, but not now? In a more backwards technological age, more PBM game were possible, then, than are possible, now? I don't think so.



It's not that it's not possible, now. It is. It's very achievable, in fact. But believe it or not, people don't want the same old shit. Or sometimes, they don't want the same thing the same, exact way. Some of the old stalwarts of play by mail gaming are still with us. Heck, Rick Loomis' Nuclear Destruction is still with us. But how many are playing it in the current era?



Not everyone wants to blow the world up, though - even if they can do so from the comfort and safety of their own home. I'm looking at you, Wayne Smith, with your fancy golf pants. Wayne has so many great stories. They're not all PBM-related, but they are good stories, and they do make for entertaining reading.



Not all of them, Wayne. Just some of them. Don't go getting the big head, if you read this. In fairness to my friend, Wayne Smith, he's probably way too busy to read PBM Chaos, these days. He's never gonna get good at golf if he doesn't practice, practice, practice. I believe in you, Wayne. Go team!



Anybody seen David Spencer, lately? He wrote that book about play by mail gaming, a book called Paper Dreams, and he may have retired after that, for all that I know. If you see David, or if his eyeballs happen to drag themselves across these words that I'm writing in this editorial, let him know that I would like for him to send me a list of all PBM games ever known to have existed, along with the year that they each, respectively, launched. And not that partial list on Wikipedia, either.

Poor David!
He's a kind soul, but even he probably isn't that connected on the PBM scene. I doubt that anybody is. Even Bob McLain probably doesn't have that list. The reason that I mention it is that Wikipedia's list of play by mail games records some PBM games' years that they were released, but there's a whole bunch of PBM games for which that particular tidbit of information may be lost forever.



And whipping around and going in an entirely different direction, Tony magically appeared in my mind, just now. He's the guy who hand-delivered a bunch of old PBM magazines to me, previously. I wonder how he's doing, these days. I think that I will sit down and fire an e-mail off to him a little later, this morning, just to check in with him (UPDATE: I messed around and forgot to do that - I'll try to get that done, tonight, aka Monday night). I will be forever grateful for that gold mine of PBM magazines that he bequeathed to me with his generosity. I have several issues from that batch of PBM magazines lying on my desk in front of me, right now.



Tony was playing Tribes of Crane in 1977. Where were you, Joe Franklin? Where were all of us, back then? Some of you young PBM whippersnappers weren't even born. Yeah, I'm looking straight at you, square in the eye, Bryan Ciesielski. There's no way that this kid was born by the time that the PBM year of 1977 rolled around.



But lo and behold, he might just be Santa Claus. Well, not Santa Claus, because that's quite a stretch, but perhaps a PBM Santa. He's programming Dutchman - and he's designed it to be a play by postal mail game from scratch. What about you? Are you in the process of creating an old fashioned PBM game, too? Probably not.



Fair enough. But tell me, what are you doing, PBM-wise, these days? Anything? Just reading and listening to me yammer on here within the digital confines of issues of PBM Chaos? Surely to goodness, there's more to PBM life than that, somewhere out there.



You're getting older, but you don't have to grow old. At least, the PBMer in you doesn't have to outgrow play by mail gaming. Pull your PBM bloomers up and get to playing. You don't have to say, "Mother may I?"



For those of you out there that have been clamoring to know if long-time PBMer Richard Lockwood is getting married, again, I'm currently not at liberty to say. Besides, I didn't get invited to his last wedding, so I would probably be the last to learn about any new nuptials with Richard Lockwood's name on them. Hey, Richard, if you're out there reading this, I'm still waiting on your turn orders for Return to the PBM Maze. You're gonna miss the turn, dammit!



[UPDATE: Richard did finally manage to get his turn orders in for Return to the PBM Maze on time, over the weekend.]



Honestly, I hope that he does miss the turn, for I would love nothing more than to put something in that maze to wake his ass up. His luck being what it is, Fate will catch up to him in that PBM Maze soon enough, anyway.



I'm gonna go ahead and hand out a PBM good citizenship award to Stefan, who was the very first maze runner in Return to the PBM Maze to get his turn orders in for the relaunch of the PBM Maze. Be more like Stefan, Richard. Again, this is being written on a Saturday morning, two days before this issue with results for the Turn #1 for Return to the PBM Maze become known to one and all.



I started players out with less maze vision, this time around, than was the case during the running of the original PBM Maze. But as I began processing turn results for this new version of the PBM Maze, I decided that it was a little too restrictive, so I bumped maze vision up for all players from 150 to 200 (unless you're just entering the PBM Maze, like Player 5). In case you're wondering what that means, exactly, it's the size in pixels that players' turn results map segments are (200 pixels x 200 pixels).

Of course, there are already "other forces" unleashed and in play in Return to the PBM Maze which can impact players' turn results - and not all of these "other forces" favor the maze runners.



I'm looking at you, Rob, aka Player 2. I processed your turn results as soon as you sent them in. I hope that they're not stale, by the time that you receive them.



Man, there's so much that I could include in the editorial for this issue, but I'm gonna take more of a grab bag approach, and scatter a bunch of it across multiple different issues of PBM Chaos.



Thank you for joining us for this issue of PBM Chaos. May the PBM Force be with you!



Charles Mosteller

Editor of PBM Chaos

PBM Quote

"In addition to new technology trends, the nature of the PBM business is changing, too. Games with built-in appeal to a vast audience are making their debut." 

Flagship Editor (US Edition) Tim "Scoop" Sullivan

Flagship magazine - US Edition - Issue #27 - August 1990 Issue

Report from the Bridge article

COMING IN NEXT ISSUE

Interview With Tom Stockel of Science City

.

More Galac-Tac!

.

More Joe Franklin!

.

PBMer Hammer's introduction into

PBM Gaming in the early 80s!

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A glimpse at the Alpha Test for Nevaros
.
Image ad for Sea of Nyx League

Click to download the rules for Sea of Nyx League.

IMage ad for The Monster Island Monitor.

* Click the image ad above to steal copies of The Monster Island Monitor right out from under the nose of Joe Franklin.

* Click these magic words to be teleported to the Monster Island Discord chat server!

Image description

* This Monster Island Tidbit was pilfered from Adam Warlock's Vault of Monster Island Secrets.

Monster Island Memories

So played years ago in the 90’s, played again in the 2000’s and started a new monster during Covid.

Had forgot about it until the PBM Chaos mailer recently, checked back on old mails and turned out I actually had two monsters with plenty of credits on my account so thought I’d give it another go.

Knowing other people are playing is the big reason for that, felt I was just playing on my own during Covid. Of my two active monsters think the oldest nearly 100 turns and the newest just 10.



- Nick on his recent return to playing KJC Games' Monster Island.

Do You Remember?

The Journal of the PBM Gamer - 9th Edition

The Journal of the PBM Gamer

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Empyrean Challenge Discord

* Empyrean Challenge is a classic play-by-mail 4X strategy game of diplomacy, exploration, and empire-building. Players control interstellar civilizations, forging alliances, managing economies, and commanding fleets in a vast galaxy. Diplomacy is key—deals, betrayals, and warfare shape the fate of empires. The game is close-ended, with a defined victory condition. Epimethean Challenge is a reboot of the game based on the 1978 rules. Now in alpha, this revival stays true to the original while refining mechanics for a new era. Ready to test your strategic and diplomatic skills? Join us and shape the stars!

PBM Chaos recently [08/18/2025] dispatched an Away Team to the surface of the Empryean Challenge Discord server. Signs of recent activity there were inconsequential. Creator wraith needs to redouble his efforts in this Discord.

Lifeform Scanner Results By Channel

# welcome
- This channel is dominated by bot greetings. Other than the initial posting in this channel, there isn't much of interest, here.



# general - The most recent posting in this channel occurred on August 10th, 2025. Most of what is posted in this channel is not of recent vintage, but there are some interesting gems to be found, here.



# documentation - The most recent posting to have taken place in this channel was dated April 3rd, 2025. It was a file upload for a PDF document titled Manufacturing Reference Manual. This is a short channel, but what's posted here warrants a closer inspection by a future Away Team.



# releases-and-bug-fixes - This channel is comprised of only a single one-sentence posting, which is comprised of just three words. This channel is utterly devoid of interest. It's only posting was posted here on March 24th, 2025. No recent signs of life, here, at all.



# tech-notes - Another short channel that reveals no recent signs of life. The last posting in this channel took place on March 29th, 2025. This channel has minimal information value.



# tips - Only three postings, none of size, populate this channel, with the most recent of these being back on March 23rd, 2025. In practical terms, this channel is dead.



# game-a02 - Numerous postings, along with some decent information findings, inhabit this channel. The last posting in this channel transpired on March 31st, 2025, which does not bode well.

* Have you visited the Empyrean Challenge Discord chat server lately?



* Have you ventured forth to the Epimethean Challenge website?

Image of the new look for the PlayBYMail.Net website

The PlayByMail.Net website is undergoing a revamp of its look.

Clickfest image
Clickfest

How well are you representing your PBM country?

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In what came as no surprise to me, the new Clickfest column did not meet with overwhelming positive reception, as evidenced by the measly two votes that were cast for it in PBM Poll: Issue #40 of PBM Chaos, which was conducted over on the new PBM Patreon site. If you haven't already cast your votes in that PBM poll, you can still do so. Thus far, only seven people have done so.

It looks like the Americans dominated the number of individuals who clicked one or more links in Issue #40, as I write this on Monday morning at 11:48AM, here on August 18th, 2025, just prior to me publishing this issue, Issue #41.



The French forced their way into 2nd Place, with the UK folks and the Germans tying for 3rd place.



You're never required to click on any links in issues of PBM Chaos. Australians and the Irish tied for dead last place, with one clicker each hailing from those countries. Sandwiched in between 3rd Place and last place, we find the Greeks and the Canadians, with 2 clicks to those nations' respective credit.

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As a little bonus for PBM Chaos readers, today, here's a glimpse at how many PBM Chaos readers opened the link sent out for Issue #40 of PBM Chaos. The day of publication is always the busiest day. Over time, we can compare these numbers, and see if we're making any progress with this current PBM Initiative of mine.

Image ad for The Isles - RPG Play By Mail

The Isles is a hand-moderated Play By Mail (PBM) game set in a fantasy world where trade and commerce are more important than lords and kings. The game is run by a Games Moderator (GM), who processes players’ actions and determines the outcome of their choices.

* All The Isles content and images copyright © Roy Pollard.

Image of a local arcade frequented by PBMer Joe Franklin back in the day.

The local arcade, middle Missouri, 1986 - note all the bikes hanging out front!

The Creation of a PBM Player

Joe Franklin

It’s 1989, summer, and the Midwest is humming with the sounds of activity – tractors plowing fields, over-the-road truckers barreling down the interstate, public pools packed with prepubescent paddlers, and over-worked AC units gasping for cold air. Amidst it all are the gamers. Dungeon & Dragons, Atari 5200, Commodore 64, Amigas, and the list goes on and on. It was a glorious time for us First Generation Gamers.



Many readers engaged in play-by-mail games such as Chess, Diplomacy, and Go, among others. I was a traditional gamer. I played Dungeons & Dragons all weekend, sprinkled with video games, either at the arcade or at home on a console. One of my gaming group's favorite haunts was the local QuikTrip. Cheap drinks, snacks, and a revolving door of classic video game cabinets kept us regular customers happy.



One day, a young man working there asked us about play-by-mail games. He knew our love for gaming, but was a little bit older than us newly minted high school graduates. His wife and young son, as well as his full-time job, didn’t leave much time for traditional gaming habits. He introduced us to It’s A Crime!, which was moderated by Adventures By Mail out in New York. We borrowed the rulebook, and were instantly hooked!



We formed coteries. We battled the enemies of the gangs. We battled each other! Our imaginations, coupled with ABM’s witty turns, provided months of entertainment. This is where my memory becomes fuzzy. Someone started playing Monster Island around 1990 or 1991. Did we read about it from an IAC! turn sheet? Did ABM send out a mailer with game information? I wish I could remember.



As soon as I found out about it, I started playing. And I was hooked. The creativity behind it was top-notch, even better than It’s A Crime! Eventually, more of my friends started playing. We found groups to join. The Gods of the Island called out to us, so we became Neophytes and Acoloytes. Then, 1993 happened. I moved away, and even though this is a play-by-mail game, I dropped off. I returned to college, convinced I was serious about my education (spoiler: I wasn’t, yet), became entangled in a serious relationship, and worked two jobs. Good-bye, Monster Island!



Next time, I’ll discuss my second foray into the land of play-by-mail!

Image of a local QuikTrip store frequented by PBMer Joe Franklin back in the day.

QuikTrip, middle Missouri, May 1988 - my final day of high school.

Image of a famous art piece edited for comedic effect about PBM gaming.

Count The Numbers

A comparison of PBM Patreon member numbers by date.

August 5th, 2025

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August 18th, 2025

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The two charts above, when compared to one another, show growth in the number of Free Level members on the new PBM Patreon site. Not massive, rapid growth, but a degree of growth, nonetheless. Hopefully, these numbers will continue to grow, but anytime you try to change people's habits and basically persuade them to start visiting a new website, they don't all just uproot and transplant themselves elsewhere, automatically.

The PBM Patreon site exists for particular reasons, and among these is to serve as a location where PBM fans can obtain PBM-related postings and information between issues of PBM Chaos. You can look at is as "an extra dose" of PBM pizzazz.

Another of its primary purposes is to gradually build a new, clean list of people who are interested in play by mail gaming. A current list, so to speak, rather than a dated or perhaps obsolete, older list.

The actual number of PBM players out there runs in the hundreds, at a bare minimum. Most of them just don't read PBM Chaos. The vast majority of them, in fact, likely don't know that PBM Chaos even exists. That's just the reality of it.

Some PBM gamers are only interested in the PBM games that they play. That's it. Nothing else in PBM holds their interest, or is even of interest to them. They are very narrowly focused, tight-focused like a laser beam.

Other fans of PBM gaming have a broader focus, an expanded interest in more things that are PBM-related. That, I think, is one of PBM Chaos' core strengths. In all of it, the hard numbers don't always tell the whole story.

To counter the "PBM is dead" or the "PBM is dying" narratives, hard numbers are one of play by mail gaming's greatest allies. The numbers cut through the myths and the rumors and the bullshit. They paint a much clearer picture of the reality of PBM gaming, currently.

Because PBM companies and PBM GMs choose to withhold hard numbers, it's really hard to try and show the Big Picture of PBM's current status quo. So, I try to do my part to help fill in at least some of the gaps, even if the vast majority of the PBM numbers remain beyond my reach.

We can speculate. We can hypothesize. We can guess at the real numbers, but PBM gaming will continue to suffer under self-inflicted injuries to itself and to its image, when as a whole, we are unable to tell the world how much life that we still have left in us, both as a PBM industry and as a PBM hobby.

New Subscribers for PBM Chaos

August 16th, 2025

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This chart shows subscribers subscribing or unsubcribing to the mailings that PlayByMail.Net sends out via e-mail. Currently, these mailings mostly deal with issues of PBM Chaos.

The one unsubscription was done at my request, in an attempt to find out why that individual has not been receiving his PBM Chaos mailings.



Issues #39 and #40 published during the month of August 2025 (August 4th and August 11th, respectively. Not sure why we had new subscribers for the months of January, March, May, and July of 2025, since I really wasn't active during those months, but a handful of people still managed to find us and take an interest in PBM Chaos, anyway, from the looks of it.

Number of e-mails sent when Issue #40 of PBM Chaos published

August 16th, 2025

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26.84% opened equals 51 subscribers who opened the link for Issue #40 of PBM Chaos.

190 e-mails sent out, but only 51 chose to open the link to the issue. But even that is only part of the story. Readers of PBM Chaos will continue to trickle in. The day that a new issue of PBM Chaos publishes, the number spikes. But the total number of readers of PBM Chaos is greater than the number who have chosen to subscribe to receive the e-mail mailings from PlayByMail.Net.

There is no way that I am aware of to know, with 100% accuracy, how many people, total, actually read or browse issues of PBM Chaos. I post links to each new issue published in a variety of different places, and if a person who clicks on one of those links has not subscribed to receive the mailings, then Sender has no way to account for those (I guess).

Part of why more of that 190 figure don't open the links to new issues of PBM Chaos is blame that lies at my feet. How so? Well, as the years have more than amply demonstrated, I sometimes fall off the PBM Planet. And when I do, especially for extended periods of time and nothing new publishes, people fill that time with other things. Their habit changes.

Some might grow disgusted with it, with what they perceive as my "unreliability," but by and large, there aren't mobs with torches and pitchforks roaming around looking to kill the "PBM monster" that I have allowed myself to become. By and large, people are more based and level-headed than that. I will readily concede, though, that my chosen approach has been something of a Frankenstein approach. As bad as I might be, though, who else out there is trying, at all, to publish PBM magazines or newsletters? Not that I want to extinguish the PBM mob's torches, because I need that very same mob to help light the way to a better future for play by mail gaming.

And what about all of the fans and former PBM players who no longer play any PBM games, currently? And what about those who have been diehard fans of play by mail games, but who are now choosing to drift away from PBM? What about those kinds of PBM monsters?

How dare you say that!

Yeah, how dare I. But that's just it - I did dare to say it. And look all around you, because the world didn't end. The sky didn't fall, Chicken Little. And speaking of PBM monsters, there's real life in KJC Games' Monster Island, of late.

You're probably not gonna learn about that from KJC Games, either. Rather, it's your friendly neighborhood Spider-Man Frankenstein who brings word of it to and fro in and across the digital wastelands which extend well past the Realm of Play-By-Mail.

Look at those numbers, again, and dare to wonder why I am interested in trying to compile a new and up-to-date list of those that are interested in PBM gaming. I will soon begin the tedious chore of going through that list of 190 subscribers of olde, and try to find out from them each, individually, whether they want to remain on that list or not. And to think, you only thought that the Purge was a movie.

If they're not still interested in receiving the mailings, then there's no real reason of substance to keep sending them out to them. And if it's just a matter of they haven't been receiving their copy of these PBM mailings, then it will be an opportunity for me to try and sort out a problem for them, and for PBM Chaos and PlayByMail.Net at the same time, as well.

I'm not scared of hard numbers, even though doing math isn't my favorite of pastimes. I'm also not scared of talking about PBM monsters. In fact, I might rather relish such a discussion, if anybody out there is up to it. If there is really a PBM monster roaming around, it's not the Internet trying to devour play by mail gaming, If anything, PBM is the monster that devours itself.

Say what you may, as small as my numbers above, are, they're actually bigger than the player bases of certain PBM games. Put that in your PBM pipe and smoke it!

There are other reasons, too, as to why different sets of PBM numbers slip or have fallen off a cliff. Sure, people's habits change. Their gaming taste buds change, too. From time to time, people die. Plans in life change. They move and set up new lives, elsewhere, doing different things. Out with the old and in with the new. Just lots and lots of different reasons. We're not all alike, we're not all the same. Our choices and our decisions, as they relate to and which impact PBM, vary widely, from person to person.

I may sound like a broken record, but at least I'm still singing the PBM tune.

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Flying Buffalo's Legacy - Part 1: Play by Mail

An article authored by Michael Tresca.

[NOTE: Click the link in orange letters to access and read the article!]

1980s Play By Mail Games

An article authored by Jennifer Brown.

[NOTE: Click the link in orange letters to access and read the article!]

[NOTE: Part of this article is behind a paywall on Medium.]

A Monster Island Mention

A mention of some reference material for Monster Island by forum user Katerek.

[NOTE: Click the link in orange letters to access and read the forum post!]

PBEM - A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Games

Published in the 1990s by editor Greg Lindahl.

[NOTE: Click the links in orange letters to access and read the fanzines!]

With play by mail gaming buried beneath a mountain range of rumors that PBM is dead, I write to you from well below where even the most ancient of those rumors is interred. From way down here, the view really isn't all that bad.

And as near as I can tell, even that rumor isn't nearly as ancient as I am.

The PBM links that I blessed you with in Issue #39 clearly went under-appreciated. Oh, how the mighty have fallen! Such weakness has set in to the survivors of PBM's golden era. Now, you wander through this desert (I said desert, not dessert, dammit!) of more limited play by mail offerings, even with all of the digital lineal descendants of postal PBM games, combined.

Let this be a lesson to you, one and all.

You dare to call yourselves the PBM Faithful, but I remain unpersuaded, as of yet. More PBM sacrifice will be necessary. And if any of you have any apple pie or pecan pie to spare, please do keep The Great Eye of PBM in mind. Even Great Eyes have to eat from time to time, you know. Just don't ask me how.

These newer issues of PBM Chaos are supposed to be shorter, but does this one feel short to you? That Joe Franklin fellow came through for all of us, and The Great Eye of PBM is indebted to him for that.

Not eternally indebted, mind you. Just indebted. Let's just say indebted, and leave it at that.

I shall make no mention of this 1 pound, 10 ounce bag of hull-free sunflower kernels that I devour, even as I speak these words to one and all of you PBM aficionados, alike. Very tasty, I might add!

If you've come to this column for more items from the PBM Reminder List - Things To Not Forget. know that I've got you covered. I'm no genie, so I'm not in the business of granting wishes in a pell-mell fashion, but cast your substantially smaller eyes on these, and behold:

Item #12 - Resurrect PBM Chaos.


Done!





Item #68 - If artificial intelligence had existed back when play by mail gaming was in its heyday, would PBM GMs have used it?



I'm inclined to think that they would have. PBM GMs and PBM companies, back in those days, continuously sought out advantages in designing, running, and marketing the PBM games in their respective PBM stables. I believe that they would have latched onto artificial intelligence with both hands, and rode it down like Major T.J. "King" Kong (aka Slim Pickins) rode that hydrogen bomb in the movie, Dr. Strangelove. PBM GMs in those days took chances, gambles, and risks. They actively - and energetically - sought to prevail in the play by mail marketplace. In a word, they were hyper-competitive!





Item #92 - Is your PBM Testosterone fully depleted?



Yeah, I said it. I dared to go there. We're not talking about literal testosterone, as in the major sex hormone in males. Rather, what I'm talking about is PBM Testosterone, which imbues you with that insatiable urge to play PBM games. Call it what you like, call it what you may, but back in the ye old days of PBM long gone, PBM Testosterone wasn't scarce. It was never in short supply. Maybe we've all become weak. Should I herald this to be the Age of PBM Weaklings?



Regardless, you wanted to know what's on that PBM Reminder List - Things To Not Forget of mine. So, there! More insight into the grand list that is growing faster than that beanstalk which Jack planted and grew from "magic beans."



What about you? Do you have a list?



If you do, then snap to, and get with it. Otherwise, the things on that list of yours are never gonna get done.

Image ad for Star Fleet Battles Online

Last issue, PBM Chaos featured an interview with game designer Bryan Ciesielski, who is well into the process of designing a new PBM game from scratch, Dutchman.

I've still got to send Tom Stockel interview questions, as he is next up in the PBM Interview Hot Chair.

Today (Monday, August 18th, 20205), I stumbled upon PBMer Hammer asking PBM GM Roy Pollard of The Isles, "Will you be doing an interview with Charles for his PBM Chaos publication ???" Hammer sure does love question marks, from the looks of it.

Roy replied, "I don't know." So, I'll have to look into the possibility of snagging an interview from him sometime soon, also.

If you're out there, and you want to be interviewed about something PBM-related, give me a holler. The hot chair is as comfortable as ever.

Image ad for Galac-Tac

Galac-Tac: Awareness, Players, and the Future

Charles Mosteller

Rachmaninoff begins to play in the background, as I begin the journey of writing this article, here on a Sunday morning at 7:49 in the AM. Galac-Tac - what does the name of this game make you think of? What thoughts run through your mind? Do the spark plugs of your imagination begin to fire?

Closed-ended, science fiction, play-by-mail. That's how the Wikipedia entry for Galac-Tac begins. PBM, it says. Have you ever played it?

I have, but not the old "play it through the postal service" way. In recent years, I dabbled my digital toes in it (just a little bit). I figured out part of the game. I was able to build ships. I could even name them, too. I did some exploring. I even engaged in a some combat. Plus, I also saw other empires lurking out there in the black vastness of outer space. Aliens! Did I mention that there's also little GTac player assistant program that helped me to see Galac-Tac in a whole different light?

The truth be told, GTac isn't the easiest piece of software to operate. That confessed upfront, it is, nonetheless, quite a capable little devil. It may well be the case that GTac is more capable than my ability to understand all of its inner capabilities. For those that grasp what all that it is capable of, it truly is a very empowering assistant to playing - and mastering - the game that is Galac-Tac.

The game, itself, is woefully underestimated, particularly by newcomers. And what Galac-Tac needs more than anything else is newcomers. Lots and lots and lots of newcomers!

But with so many space games on the market, these days, Galac-Tac gets lost in the vastness of what all else there is out there just waiting to entertain you. But it's not like the PBM company that runs it actually advertises it to any great extent. There's a long story behind that, but that long story is not this article.

Rather, this article is intended as a new first step in trying to raise awareness, both of the fact that Galac-Tac still exists, and why it's still worth a look, even after all these years it's been around.

One thing that I find really ironic about the PBM crowd, that throng of opinionated fans of play by mail gaming, is that on the one hand, they often lament that PBM is dead or dying, but on the other hand, they simultaneously fail to avail themselves of PBM games that are still around - some of which are desperate for players. Galac-Tac is one of those games that would love for people to try it. It hails from a more romantic era of play by mail gaming, back when things were still done "the old fashioned way," by way of stamps and envelopes and paper turn orders and turn results printed on paper and shipped off to the mailbox in front of your house (or down by the road).

You like to build starships? You can build them to your heart's content in Galac-Tac. You want to build a lot of different kinds of starships? Galac-Tac's your kind of game. You want to wage war against galactic intruders into your empire? Galac-Tac will let you bring it on.

It's genuinely not a case of Galac-Tac having outlived its usefulness. To the contrary, Galac-Tac is as much ready, today, as it has ever been, to bring a galaxy's worth of entertainment to you, space-empire-style.

The company that runs Galac-Tac, Talisman Games, is trapped in a time warp. That's my opinion, and it's not one that you have to share. What Galac-Tac needs is not a bunch of money spent on it by those who own it, but rather, what it needs is more PBM energy behind it, driving it forward with more thrust than it currently has. For some inexplicable reason, PBM companies and PBM GMs often exhibit some of the least PBM energy, these days. But that's a long story in its own right, and not something unique to Talisman Games.

One thing that Talisman Games does have going for it is its GM and owner, Davin Church. Davin is a real hound dog of a bug hunter. He's pretty good about sniffing out how to fix any bugs that pop up in Galac-Tac. He doesn't piddle around, when it comes to fixing things on the programming side, should anything in the code not work as it's supposed to. If only I could rescue him from that time warp that he's stuck in, with the way that he chooses to remain mired in his loyalty to a player base that no longer exists - a player base that ceased to end years, if not decades, ago. Like it or not, this is the era of a new player base that could be.

For Galac-Tac to have a brighter future, the powers that be behind Galac-Tac at Talisman Games would be better served, I think (and this is just my opinion, mind you), to shift gears to fresh thinking. In my considered opinion, the bulk of Galac-Tac's potential remains untapped to this very day. But the decision on what to do, or whether to do anything at all, is lodged in Davin Church, not me. The fate of Galac-Tac and its player base, thus, does not lie in my hands.

"The role of PBM media is to motivate and to challenge. It's function is not that of an organ grinder monkey for PBM companies and PBM GMs. It is to stoke the fire of PBM, to sound the alarm, to rally the forces and the powers that be to action. It is to urge PBM ever forward, to never rest on its laurels, to avoid like the plague the temptation to give up and die. It is to water the tree of life of play by mail, not to discard PBM to the dustbin of history. It heralds both PBM funerals and resurrections, alike."

Item #128
PBM Reminder List - Things To Not Forget

Galac-Tac doesn't need a ton of reprogramming. Rather, what needs reprogramming is the thinking behind how Galac-Tac is packaged and put on offer to the public at large. Middle-earth PBM has a variety of modules for that PBM game, but does Galac-Tac offer any modules or variants? Nope!

Heck, even Reality Simulations, Inc. has offered a special variant game of Hyborian War, before. But what does Talisman Games bring to the table of variety for potential new Galac-Tac fans? Well, let's see, shall we?

  • Turn interval variety [days between turns].
  • Star density variety [Sparse, Normal, or Dense].
  • Number of players [between 2 & 15 empires per multiplayer game].
  • Solo Play or Multiplayer.

Generally speaking, one of the core functions that modules and variants for PBM games offer is greater personalization of the underlying game. The beauty of this approach is that it can take the form of either programmed or unprogrammed personalization. RSI didn't reprogram Hyborian War, just to offer a special variant of that longstanding classic PBM game. It's not like Talisman Games has to undertake a ton of programming changes to take advantage of the greater personalization potential that has inhered in Galac-Tac all along, ever since it first came into existence.

If the gaming public in today's day and age seek something different, you can't offer that, if you're your thinking - if your mindset - remains wed to the past. The past has it's place in the grand scheme of things, for sure, but PBM's past is not the same thing as PBM's future. Sometimes, you have to change with the times - or get left behind.



Currently, and for many years, now, Galac-Tac players could create their own Galac-Tac galaxies to play in, subject to the hard limit of the very few options available to them. But if they aren't doing that very often, these days, then that way isn't working. Plain and simple. So, why should Talisman Games limit its options for reinvigorating Galac-Tac's popularity to such a small menu of possibilities? Instead, Talisman Games would be well-served, I think, to explore new possibilities for Galac-Tac, especially in light of the fact that it's the only game that they currently have available on their menu for gamers to consider.



The real limiting factor that I think keeps Galac-Tac off the pick list for gamers is Talisman Games' dated thinking and inaction, not Galac-Tac's programming. What Galac-Tac needs more than new programming is a bold, strong embrace of new possibilities by those that own and run it.



Just start a game, and populate it with unique flavor. Name the empires, name the starships, allocate a few worlds, dream up specific, particular scenarios. It's not about exhausting yourself to make everything perfectly balanced. Asymmetry is all the rage in game design, these days.

Create some small scale, limited-asset scenarios. Let players explore Galac-Tac at different levels, to better facilitate their ability to get a taste of Galac-Tac by playing it, without new players having to face the risk of getting overwhelmed by the full breadth of complexity that Galac-Tac can offer and bring to bear on players, be they new or veterans of the game, alike.

Maybe the galactic intruders from Zelton IV have arrived. Possibly, deranged robots from another galaxy have invaded a different galaxy. Perhaps one Talisman-created scenario is just a handful of starships of different types duking it out, and has nothing to do with exploring space or building up planets - just a brief scenario showcasing how combat works in the game. Have confidence in the programming that already exists, but open up the toolbox of imagination, and Talisman Games can - and will - have a whole slew of new things to talk about and to offer, where Galac-Tac is concerned.

Once Talisman Games creates these pre-made scenarios for Galac-Tac, then just manually go in and put the players in control of each position in these imaginative - and diverse - pre-made scenarios. If you possess both an imagination  and the will to do it, then the sky's the limit on pre-made scenarios/modules/variants. And you don't have to program a bunch of new stuff in the game, in order to make it happen. The ability to name starships and planets and empires is already programmed into Galac-Tac's code. Plus, these scenarios can be worked on and created at Talisman Games' own pace and in advance. It isn't as though games of Galac-Tac have to run for months or years. That, too, is a choice. The Masters returning to the galaxy is not a more important consideration than having players to play the game. 'Tis Talisman Games that is the true master of Galac-Tac's future and fate.



Give it a try! After all, what do you have to lose? Galac-Tac has already lost most of its player base down through the years. The PBM year of 2025 is the year to begin to chart a new direction forward for Galac-Tac.



Or continue on down the same old path, and continue reaping more of the same. It is a choice, and Talisman Games is free to gamble it so chooses, where trying to persuade more people to give Galac-Tac a try.

If there's literally no time available for Talisman Games to create some pre-made scenarios for Galac-Tac, scenarios that can help to teach new players how to do different things within the larger game, then there's probably nothing of consequence that can be done to help Talisman Games to rebuild its active player base from scratch. After all, people can play Galac-Tac for free, right now. But are they snapping up the opportunity to play it in its as-is offering?



Talisman Games possesses the following options for Galac-Tac:

  • Retire Galac-Tac.
  • Sell Galac-Tac.
  • Lease Galac-Tac to others who might be interested in running it.
  • Hire someone else to run it and to grow its player base for you.
  • Open up the code, whether to the public at large, or to just a handful of select individuals - individuals who might be able to assist with the effort to rejuvenate Galac-Tac in any of a number of different ways.
  • Seek out volunteers in the PBM community who might be willing to invest their own time and energy and ideas into it, in order to grow the player base.
  • Form a hybrid coalition of both the current owners and volunteers (both players and programmers) to try and rejuvenate interest in Galc-Tac.
  • Or just keep on doing things the same way they've been doing them (with the same attendant chances for success or failure as has been the case for a while, now).

Some of those various options may yield better results or worse results than others of the bunch. There are no guarantees of success, no matter which of its options that Talisman Games chooses to exercise. Be that as it may, doing nothing to change the status quo doesn't seem likely to yield good results, if past is prologue. What is the extent of the Galac-Tac player base, now, versus what is the desired Galac-Tac player base of the future?



If what you have on offer currently isn't working, then rethink what you're offering. Not just what you're offering, but also, how you are offering it. When the fish don't bite, change the bait, change the approach. If Plan B doesn't work, then go to Plan C, or Plan D, or Plan E. If you have no plan, no idea where to even start, then that's a very difficult corner for any PBM company to back itself into. Nothing whatsoever, though, requires any PBM company or any PBM GM to stay backed into a corner. Indecision versus decision. Action versus inaction. Some approaches to solving a problem are inherently more likely to have a better chance of success, compared to the alternatives.



Galac-Tac, much like PBM as a whole, isn't dead. It's just sleeping. Maybe it's time to wake it up.

Image ad for Galac-Tac by Talisman Games

* All Galac-Tac content and images copyright © Talisman Games.

The PBM Maze image ad
Maze Runners

Stefan

Life Force

Image description

Maze Vision = 210

Maze Runner 1

Maze Runner 1 - Turn 1 Orders

Image description

Maze Runner 1 - Turn 1 Results

Image description

Rob

Life Force

Image description

Maze Vision = 190

Maze Runner 2

Maze Runner 2 - Turn 1 Orders

Image description

Maze Runner 2 - Turn 1 Results

Image description

Steve

Life Force

Image description

Maze Vision = 200

Maze Runner 3

Maze Runner 3 - Turn 1 Orders

Image description

Maze Runner 3 - Turn 1 Results

Image description

Richard

Life Force

Image description

Maze Vision = 200

Maze Runner 4

Maze Runner 4 - Turn 1 Orders

Image description

Maze Runner 4 - Turn 1 Results

Image description

Brendan

Life Force

Image description

Maze Vision = 150

Maze Runner 5

Maze Runner 5 - Start Location

Image description

Maze Runner 5 is now in the maze!

Turn #1 results are in!

And they're off! Our maze runners have begun to explore the PBM Maze. Perhaps we should call them maze walkers, as slow as they're moving, but it's not because they want to move slow, is it?

But whether they're walking or running, it appears that finding "things" in the maze isn't quite so difficult. Now, they just have to figure out how to get to these "things," or whether they even want to get to them. When all that you have to go by is a question mark, what then?

The PBM Maze is full of risks and chances and potentially even the occasional reward. Some treasure, perhaps? Special abilities? Things that will give chase or devour you? And will someone turn the water on, this time around? I never did understand why they didn't just turn the water off, the last time the PBM Maze entertained maze runners.

But you know how it is being trapped in a maze. Or do you? Sometimes, maze runners get distracted. They're not always on top of their game, as far as thinking and using their brains to the fullest capacity goes. Tsk...tsk...tsk...

If something in the maze attacks them, what are they going to do? Flee, perhaps? Just stand there and take it? Maybe there's more options than that. Or maybe not. Like lambs to the slaughter, they go.

Maze vision determines how far maze runners can see. It also determines how far that they can move within the maze during any given turn. If you're paying close attention, then you probably already realize that the maze vision for some maze runners has already begun to shift. I wonder what causes that Yet, for other maze runners, there's no difference. It's probably just Fate rolling his dice. It hardly seems fair.

Now that some "things" are appearing in the PBM Maze, things might start to get a little interesting. 



Nothing quite like having some veterans of the first running of the PBM Maze in Return to the PBM Maze. Now, they get to be guinea pigs fresh from the start, anew, once more. Now, that's what I'm talking about!

Send your turn orders for Return to the PBM Maze to:

[email protected]

* Any graphics editor, even free ones, will enable you to issue movement orders.

Image ad for Galac-Tac by Talisman Games.

Cream Puffs, Alien Species, and the PBM Pasture

Charles Mosteller

Instead of just one Galac-Tac article in this issue, how about two? One of the reasons why I publish PBM Chaos, along with the undertaking of a variety of other PBM-related tasks, is to promote play by mail gaming, in pursuit of trying to help grow the size of the overall PBM player base.

In addition to growing the size of the overall PBM player base (which is the grand total of all PBM players in all PBM games), there are also the respective player bases for each of the individual PBM games. That's where the going gets really tough, and it is a much harder challenge. That said, as some PBM games and PBM GMs and PBM companies routinely demonstrate (and have demonstrated for years - or even decades - on end), that the size of the player communities for some PBM games is substantially bigger and more active than their less fortunate PBM counterparts.

One of these less fortunate PBM games is Galac-Tac, a space warfare PBM game that, somewhere along the way, suffered the loss of its established player base. Talking about PBM gaming isn't just one endless exercise in talking about only the good things about play by mail gaming. At best, that would be a one-sided discussion.

So, on top of my self-inflicted variety of "PBM duties," I have decided to take a special interest in Galac-Tac, to see if we can't pull it back from the brink a bit. Hopefully, others in and across the PBM community will help me out.

Just sitting around waiting for the Galac-Tac player base to reconstitute itself doesn't appear to me to have worked. That's been tried for many years on end. It's time to try a new approach. At least, I think so.

Wouldn't it be fabulous if Galac-Tac had a thousand players? Heck, even a hundred players would be great. Being a realistic, though, I am all too aware that it simply isn't realistic to expect a huge jump in player numbers overnight. That's not the challenge currently before me, though. Rather, the challenge is to establish a starting point and to grow the number of players outward from there. This is that starting point.

No point in worrying about a hundred players, if you can't get ten. And no point in worrying about ten players if you can't get five - or four, or three, or two, or one. Me? I can make one player - namely, myself.  Mission accomplished already on that one.

I really don't want to be playing Galac-Tac all by myself, alone, though. Anyone out there care to join me? Surely, even the smallest galaxy is big enough for more than just one player. I'm not looking for a lifetime commitment. If Galac-Tac doesn't pack enough fun and excitement to persuade gamers on its own that it's worthy of ongoing play time, then that's a whole separate other problem. Anybody else out there inclined to join me?

God help us all if there's not, because you know that I'm just gonna keep on talking about it. And if anybody can talk, I can. But you see, that's just it. That's one of the critical keys to reinvigorating Galac-Tac's player base. Somebody, somewhere has to talk about it. Feel free to scour the entirety of the Internet, and locate for me all of the people - all of the gamers - talking about Galac-Tac. And be sure to bring me the receipts!

I want to know where they are. I want to know who they are.

If nobody is talking about a given game, no matter what game it is that is in question, then how popular can it be? If Galac-Tac's existence here in the current day and age is personified by silence, then who will nothing but silence likely attract? You've gotta make noise. If gamers are really missing out on what Galac-Tac brings to the table, then people have to know that. They have to learn that. They have to be made aware of that.

Otherwise, Galac-Tac is going to remain playerless in perpetuity. Ad infinitum. Forever.

Galac-Tac can be described a lot of different ways. It has been. Basically, though, it's a wargame. This is a game about war. A war in space. In fact, each game of Galac-Tac is a different war-torn galaxy. Yeah, sure, there's an economic side to it. Yeah, yeah, there are resources, resources aplenty. At least, until some alien species starts kicking your empire's ass from here to kingdom come and taking them from you.

By alien species, specifically, I mean other players.

You know those sons of bitches will come. They don't mess around. They're not inclined to give you and your empire forever and a day to build up and amass your forces. No siree, Bob!

There's a big, fat target plastered all over your empire and its holdings. You're little more than a late night snack for other players hell-bent on your empire's complete and utter destruction. Think your home world is safe? Think again!

They even want the Big Enchilada. In fact, your space-faring empire's home world is prize numero uno. The only question is, can you prevent it?

If you don't give Galac-Tac a try, then honestly, you really don't know if you could prevent it or not. But that's just it, you see. When playing Galac-Tac, you don't have the luxury of worrying only about defending your home world or your empire. What about all of those other galactic empires out there just lying around like ripened fruit just waiting to be plucked like easy pickings? You just gonna sit on your ass, and not try to seize any of it for yourself and your people? Bullshit, I say! Take the war to them, alien scum.

You know that you want to put the hurt on them. They're nothing like you and your space-exploring people. If you give them half a chance, they'll overrun your entire empire without thinking and with no regrets. And then where will you be?

Far better to just wipe their sorry asses out, claim victory, and be done with it. Conquer and subjugate! But if you piddle around too long, the Masters will return. Yeah, there's more than one way that a game of Galac-Tac can possibly end.

You talk a good game, but are you prepared to bring it? Do you have what it takes? What Galac-Tac really needs is for a few women to take up the gauntlet, and whip a few men's asses at the game. Take 'em down a notch. Tame 'em, but good. That'll get people's attention. I guarantee it! You're gonna look awful stupid if a grandmother whips your ass in Galac-Tac.

And if you think that women don't play PBM games, or that they can't play PBM games, you're dead wrong. Genny used to play it. She used to play Galac-Tac (from what I understand, not from my first-hand actual experience). I think that she's retired, these days. Heck, maybe that's what happened to the entire Galac-Tac player base. Maybe they all retired. 

Well, how's that working out for Galac-Tac, now?

If Talisman Games wants Galac-Tac to succeed, then it's all hands on deck. Partial commitment just won't cut it. Not in this day and age, it won't. If Galac-Tac wants to rise to the top of the PBM patch, then a lackadaisical approach sure as hell isn't gonna get it there. You're either in or you're out. Which is it gonna be?



Davin Church runs Galac-Tac. But if nobody's playing, what's he running? Davin was never cut out for an early, easy retirement. We need to keep his ass working. I wanna see his nose held to the Galac-Tac grindstone. He's had it way too easy, since the decline of the old established Galac-Tac player base.

What he never wanted, though, was for Galac-Tac to fall by the wayside. The game is as fun and as much of a challenge to gamers itching to test their game playing skills, as it ever was. Part of the problem is out of sight, out of mind. Public awareness of Galac-Tac has plummeted. It's time to make the old new again. For anyone who has never played Galact-Tac, before, then technically speaking, it is new to them. With all of the PBM games from yesteryear already gone and lost forever, do we really need to put Galac-Tac out to pasture, also?

Fuhgeddaboudit!

By the time that the next issue of PBM Chaos arrives (Psst! Issue #42, you PBM cream puff, you.), I am going to create a new game of Galac-Tac. Don't leave me hanging, people. I need several volunteers between now and then to step up to the plate and commit to giving Galac-Tac a try.

What I'm wanting to do is to have this particular game of Galac-Tac be a learning game, but also, a game of Galac-Tac where anyone - be they in the game or not - can ask any question about the game that they want to, and we the players in this particular game will answer it.

So, if they want to know the star location of your empire's home world, you fork it right over. Forget about winning being the all-important and only polestar of your life, and focus, instead, upon helping others to learn how to play the game. Besides, it's not like we can't start yet another game of Galac-Tac, also, if need be, if push comes to shove, if you're really itching for a Grade A galactic-sized ass-whipping. I'll be your huckleberry.



Galac-Tac has had enough quietness to last it a lifetime. This particular game will facilitate the ability to discuss the game more, not less. To talk about Galac-Tac lies at the very nexus of the idea. Without talk, silence reigns.



Send me an e-mail, if you're willing join me on this Galac-Tac adventure. As always, send your e-mails to: [email protected]

Image link to PBM Patreon site.

Perhaps I have been drowning readers in links. This issue included far less links than some previous issues did. I'll keep striving for the ever-elusive "right balance" (not that I'm likely to ever actually stumble upon it).

I hope that this issue of PBM Chaos meets with your approval. Feel free, as always, to send me an e-mail and let me know whether you did or not care for it - as well as the why that lies behind whether you did or did not. My mind-reading skills aren't what they once were, so it's always helpful if you'll just bluntly tell me (or not-so-bluntly, if that's your personal preference).



PBMer wraith chimed in on the # pbm-patreon channel of the PlayByMail Discord, yesterday, saying, "FWIW, I enjoy the updates and e-mails. I don't click on the "like" very often because Patreon and Chrome and Mac keep losing my login and it's a friction point. But I did want you to know that the work is appreciated."



Thank you, wraith, for providing that golden nugget of positive feedback. After you read this issue's Report from the PBM Chaos Away team about your Empyrean Challenge Discord chat server, hopefully, you'll still enjoy this latest installment of PBM Chaos. I'm really glad that PBM Chaos has lasted 41 issues, so far, even if it did meet with extended interruption over the past year.



Unfortunately, this issue is running a few hours behind, from where I would have preferred it to be, but even now at 3:14 PM on the scheduled date of publication, it should still publish today well ahead of midnight, which is the barrier that marks success or failure for me on meeting the current established publication schedule for PBM Chaos, which is every Monday.



If you paid any attention to the Coming In Next Issue section up near the beginning of this issue, then like me, you may feel upbeat about next issue. Right now, it looks as if I have commitments from more than one person for material to include in Issue #42. Praise be!



It's always nice to have PBM stuff from others to include.



The two articles about Galac-Tac included in this issue are, as much as anything else, an attempt by me to get the wheels rolling for an ongoing discussion about that PBM game. Agree or disagree, I want to get this PBM game back in the public spotlight. If you've played Galac-Tac before, then send me your thoughts about the game, be they lengthy or short. If you hated it, tell us. If you loved it, we want to hear about it.



Rapid fire construction of future issues of PBM Chaos starts tomorrow. I will simultaneously start working in earnest on issues #42, #43, and #44. The next issue in the publication queue will always receive priority over all of the rest, but I'm anxious to give what I call the "rapid fire" technique a try. It will either work or it won't. I'm hopeful that it will reduce overall crafting time for each issue, compared to what I'm experiencing currently. The current approach is manageable and sustainable, but I'm still looking to inject even more efficiency into the overall publication process.



Until next issue, this is the PBM Chaos editor signing off. . .



P.S.

The infamous PBMer Richard Weatherhead says that the old Kung Fu western television series with David Carradine starring was "a favourite TV show."



On that, Richard Grasshopper and I are in wholehearted agreement.

Write to PBM Chaos at
[email protected]

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