͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ ͏‌ 
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ISSUE 45

September 15th, 2025

COMING IN NEXT ISSUE

Why Forgotten Realms?
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Another Article in the Galaxy #223 Series

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More Hyborian War for Beginners!
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And more. . .
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Editorial

Are you glad that Issue #45 has arrived?

Welcome to it, whether you are or not! It's 5:53 AM, as I type these words live to you. There is this editorial for me to finish, as well as the Until Next Issue article at the very end. Other than that, I think that all that is left for me to do for Issue #45 is to try and squeeze some proofreading in.



I hope that you find something in this issue of PBM Chaos to enjoy. If this issues fails to strike a chord with you, somehow, then hopefully the next issue will. It's only a week away, you know.



Fortunately, old Hammer came through, again, with an article for this issue, as did the nefarious golf legend, Wayne "The Consortium" Smith. Wayne must have been sleeping longer than Rip Van Winkle, because he's been awfully quiet, of late. In fairness to my good friend, Wayne, though, he may have been assigned additional cat-sitting duties, and cat-sitting for others is, indeed, one of the true loves of his life. I believe that cat-sitting may be the very reason why good old Wayne has lived as long as he has. I've been thinking about getting Wayne a cat for Christmas, as a small token of my personal appreciation for his long and faithful service to the cat-sitting profession. Wayne is one of those Clemson cats. Is it no longer en vogue to call men cats? Or was that just a thing back in the 1980s and 1990s? I opted for the French version over the English version (en vogue rather than in vogue) purely for Wayne's sake, of course..



We're only a couple of weeks away, now, from the PBM magazine roaring to life. It will be really interesting for me to figure out how to make that happen, especially in light of no contributions having been submitted to me for it, but I'll manage, somehow. It's gonna be sad if the PBM magazine is smaller than typical issues of PBM Chaos, but I'll do what I have to do to make it happen. I'm not gonna lose any sleep over it (well, I'm not gonna lose any sleep over it today, that is). Maybe I can bill the future loss of sleep as a feature of the PBM magazine.



Joe Franklin has scaled back on some of his PBM-related activities. He's still out there, though, having PBM fun. Certainly, he's submitted numerous different articles to PBM Chaos, and we thank him for that. No article from him for this issue, unfortunately, but that's the way the old PBM ball bounces, sometimes. I wonder if anyone else will step up to the plate to fill in some of the gaps that Joe's absence from these pages will result in. This issue of PBM Chaos is dedicated to Joe Franklin, one of Monster Island's ever-faithful.



The center of gravity for PBM gaming is actually community. As many hundreds of people still play PBM games, these days, one might think that it would be fairly easy to field a team of writers for each and every issue of PBM Chaos. Hey, I try to encourage others to submit articles, memories, thoughts, photographs, and art that is PBM-related, but sometimes, it's akin to talking to the wind. It's beginning to look more and more like I'm gonna have to implement a PBM draft.



If you're a PBM company or a PBM GM, and you want your game(s) advertised for free in PBM Chaos, then it falls to you to send me something to use as an ad. If your participation rate is zero, then your PBM game(s) may or may not get mentioned in any given issue of PBM Chaos. The space is available, but if you don't claim it, then it will go unclaimed. If it doesn't matter to you, then so be it.



PBMer Richard "Still Owes Me An Article" Weatherhead is still out there - somewhere. I think that he's hiding from me. He sure embraces the quiet, these days. Maybe I should create a Weatherhead Column in each issue of PBM Chaos, and then write the articles for him. Richard, wherever you are, I sure hope that you're doing OK. What Richard is doing is slipping and reading issues of PBM Chaos, when he thinks that I'm not looking.



At the end of July, Joe Franklin created an It's A Crime PBM Facebook group. It currently only has 4 members in it, though. Not much posted there, yet. Be sure to drop by and check it out.

Steve Tierney
and Madhouse UK have created a Madhouse UK - ZombieWorld Newsletter Facebook group. At present, it has 23 members to its credit. Mat Hillman wants to know if he can run the zombies, but the odd are much better, I think, that he'll be running away from the zombies. Besides, what does he know about zombies? Perhaps he should write in and tell me all about his zombie expertise. This very same Mat Hillman says that he'd love to find a game of It's A Crime to play. I guess that he's got to have something to play, until ZombieWorld is ready to accept players and gets officially underway.



Will this ZombieWorld be just another module of the overall DungeonWorld game? Or will it be something separate and apart from that, and maybe just run on the same DungeonWorld game engine? Will it be connected to the Kingdom of Bereny, somehow, and accessible from other well-known DungeonWorld modules? That' what I want to know. Somebody tell Steve Tierney to write in and tell me.



PBMer Rob Bradley is lighting up the Quest PBeM Facebook group with posts. If you haven't checked out his recent postings there, then you've been missing out. I even noticed that PBMer Matt Pye mentioned something about an odd fight with Elves. Anybody else know more about that? And of course, you might even bump into PBMer Mike Grant over there. Mike's always looking for more players to join KJC Games' Quest.



Since everyone is so quiet, of late, I probably shouldn't even disturb you with more happenings around the play by mail scene. So, happy reading, and I hope to see you next issue!



Charles Mosteller

Editor of PBM Chaos

PBM QUOTE

"Woohoo! it Has Begun!!! Probably my very favorite moment of the game - the first charting and scouting reports, giving me a glimpse of the world beyond my home. Hi there, Hammer! Are you knocking on MY door, or am I knocking on YOURS? Remains to be seen. Gonna be fun. We have a very special family event today, so I won't be able to pursue the details until tonight. <Gnashing of teeth> Sure, we have two weeks to play with it, but I sure do want to see those numbers and encounters light up the map."



- Djinny (One of Galaxy #223's Galactic Grannies)

Player Quote from the Galac-Tac channel of the PlayByMail Discord

September 13th, 2025, just twenty-one minutes after Turn #1 of Galaxy #223 was processed.

[Click the orange link above to access the September 11th, 2025 issue]

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In the far eastern marches of the Holy and Apostolic Empire lies Gravenheim, a province of forests, marshes, and mountains — a land of saints and spies, soldiers and schemers. Its flavour echoes the shadowy heart of late-medieval Europe, where miracles are won not by fireballs but by petitioning saints, and where heresy and treachery are punished as harshly as sorcery.

At the lowest levels, Gravenheim plays as a gritty Darklands-style RPG: your character hunts bandits, bargains with guilds, and risks damnation when calling on supernatural aid. Rise in renown, and you’ll find yourself entangled in the rivalries of nobles, priests, and guild syndics — a game of secrets, scandal, and shifting allegiances. Ascend higher still, and the mask falls away entirely: the campaign opens into a grand contest of provinces, armies, and councils, a clash of diplomacy and war on the scale of Risk.

From saints and spies to armies and empires — your choice feeds into the story of Gravenheim.

Clickfest

Looking back at Issue #44

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* All Hyborian War content and images copyright © Reality Simulations, Inc.

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The battle axe swings with awesome cutting power!

The Grim Lord is hit in the chest. It is an awesome blow! He sinks slowly to the ground.

Gambit has learned a riposte action and achieved advanced expert in riposte.

Black Lung will fight at Champions in the next tournament.

Veteran Mercenary is dangerously stunned and cannot keep fighting!

It is a proud Day for Lady Warriors as Colestah has ascended the Duelmaster’s Throne.

Red was butchered by Longbow in a one minute mismatched challenge!

D2, the play-by-mail (not play-by-computer, nor play-through-internet) game of Duelmasters, is just plain fun. It is so good that there have been three published books written about it! It must be great, then! Do you want to have the fun and pleasures that hundreds of other managers before you have experienced? Can’t blame you! I, personally, have been enjoying Duelmasters-to-D2 for 40 years. Perhaps this article will assist or simplify your introduction to this game and speed up your enjoyment process. It goes something like this …………..



ACQUIRE A D2 ROLL UP team sheet from RSI. (Reality Simulations Inc., P.O. Box 22400, Tempe AZ 85285-2400, ph. 4809677979) The first sheet/team is free. Subsequent five-warrior teams cost $5. (Same prices are charged by RSI as they did 30+ years ago!) Later, after your introductory 10 turns in the Noblish Island (DM93) arena, you can transfer your starting team to another arena, or you may find you want to start up new team/s in other arenas, or both. Actually, you can start new teams any time, even while going through your learning process in DM93; but you may want to “learn the ropes” first.



FILL OUT THE ROLL UPS and send the sheet to RSI. Other than the normal personal information, the most important things to decide are: Team name, Manager Name, and 5 individual warrior designs. Let’s discuss each of those briefly. Team name and manager name can be anything you like that fits you. (RSI will edit inappropriate naming.) They can be gladiator driven, silly ideas, great play on words, or whatever. The warrior names can be closely tied to the team name, or not. My very first team was: Bulldogs, manager Kennelworth, and names like – Tiger Lily, Sir Smythe, Wild Wayne, and Flash, etc. A team name I admire in the game is Azure Clouds, manager Slugbait, warrior names like – Black Bile, Violent Orange, Blue Note …….



We could spend hours and hours on warrior designs, (Where to place the 14 points on the fixed 70 points and what style to choose?) and there are many articles available examining design, so I will offer only a few basic comments:



Offensive styles are easier to learn for a newbie. (Or anyone, for that matter)



Gender does not matter at all in the fight process.



Usually, fast & quick or brawny & strong rule the day. I said usually.



WT (wit) and WL (will) are the most important stats. (But DF for aimed-blows is very important.)



There are reasons to design to odd numbers. (Exclude CN from that statement.)


Read newsletters, especially past DM93 newsletters, for regularly posted design reviews



You have received your 5 warrior profiles back from RSI. Time to fill out DUEL II STRATEGY FORMS and send them in to RSI. “Goodness!” you say; “I wish I had a lot more information about weapons and strategies and what the warrior profile means, and ……”



Here are a list of places and methods for getting additional info:



“Put on your newbie outfit.” Ask RSI, or better yet, diplo the teachers/coaches in Noblish Island (DM93), the “starter’s arena” and ask for information provided there. If you are already in Noblish Island, ask RSI to make sure you get the free CIC or “fact sheets”.



“Go electronic.” The best information in the game is available at reality.com/dm, or terrablood.com, or Assur’s site or even try chatzy.com as DMers chat there from approximately 9AM to 2AM EST. - and they definitely seem to welcome inexperienced questions.



So, back to the strategy sheets. One for each warrior you plan to fight. Write legibly! You would be very disappointed to have a code inputted improperly, because your scribbles were not so discernible. The basic stuff like warrior name and ID, or game # and account # don’t need discussion. But weapon selection, strategy, armor and challenging do.



Weapon choice is your chance to select a best weapon against the opponent’s probable armor. Bigger weapons are probably needed against heavy armor. Some weapons do especially well against certain armor types. (Hmmm; that information mentioned earlier would help.) The most common weapon arrangements are a single primary weapon and a smaller backup primary for offensive types, and a primary/secondary (secondary could be a shield) and zero to two backups for defensives/finesse warriors. That, of course, begs the question of which styles are offensive? Generally, basher (BA), lunger (LU), slasher (SL), and striker (ST) are offensive. Generally, parry-lunger (PL), parry-riposte (PR), parry-strikers (PS), and total parry (TP) are defensive. Wall of steel (WS) and aimed blow (AB) are generally finesse warriors. But, really, anything goes, as you will find defensive bashers and offensive total parries and other mutants in this fun game.



Strategy is more difficult to decide. Offensives usually start “hot and heavy” and then slow down, as they will wear down/tire due to weight being carried and a high activity level. Defensives tend to run moderately, but current arena defensive warriors can be found fighting anywhere from “hot and heavy” to very slow. The desperation strategy is important, because if your warrior is nearing defeat or exhaustion, you may want to try something different in a last-ditch effort to pull out the win.



Armor is really a matter of preference, but like every other choice in the game, there are trade-offs. Heavy armor, while providing more protection, can slow down and wear down warriors. Naked or light armor may be less restricting and faster but offers little protection. It is easy to think, “I need lots of armor.”, but over encumbering a warrior greatly impacts (diminishes) his fighting ability.



Training is simple. The most common training is “skills”, but stats can be and are trained also. In general the amount of skills learned is based on your WT (the higher the better), but it is also impacted by the knowledge of the warriors you fight. (And other things) Stat training is very highly dependent on WL, as the odds of getting a first stat train of a stat type are 5% times the WL. (E.g. a WL of 15 = 5%x15 or 75% chance.) There can be a luck roll impact also as is common almost everything that occurs in Duel 2. Attempting to get a 2nd stat raise in a certain stat is halved. (E.g. a WL of 15 = 5%x15x 0.5 = 37.5%)



Challenging and Avoiding are very strategic components of the game. There are quite a few managers who do not challenge or avoid or both. You can use that to your best advantage.

Challenge warriors (the warrior ID number) and avoid teams. (The team ID number.) Several points about challenging/avoiding):

1. Challenging and avoiding do not work until after the warrior has fought his/her first fight in the arena and is listed in the newsletter.



2. Challenge warriors or styles you think you can beat, or who will teach you well, or to attempt to advance in the rankings.



3. Avoid those teams who have warriors that can probably beat you, or who are likely to challenge you.



4. Remember: challenge warrior ID numbers (not names) and avoid team numbers (not names)



5. Some arenas, usually Andorian, frown on down-challenging. (Usually defined as challenging someone with fewer recognition points that oneself.) Beware of the arena environment, history, and politics.

You have the option to use an alternate “special strategy” either (or both) when you challenge someone, or when someone challenges you. You can use this alternate to prepare a specific strategy for that challenge you just made, or surprising an opponent who will likely challenge or blood feud you. To use these alternatives, “x” the proper box or boxes and fill out the strategy info on the back of the strategy form. This alternative strategy will not be used unless the conditions you selected occur.



That was easy, wasn’t it!? After sending in your strategy sheets, (in plenty of time for the due date – or last minute via fax; no internet submitting allowed) the computer utilizes everyone’s’ inputs and the fights proceed. A few days after the arena run date, the actual fights and arena newsletter will arrive in your mailbox. (Actually the newsletter can be viewed on line three days after the fights.) Before submitting the new warrior strategies for the next round of fights, there is much a manager can/should examine and review. Here are generic things that this old-time manager evaluates:

1. Have I collected/recorded all the information I want from the fight so I can access it quickly? (The Noblish Consortium manager and his Consortium cronies record this for every fight – opponent’s name, stable, arena and ID number, size, handedness, record, style, armor, and weapons plus his warrior’s train results, armor, weapons, swing info (criticals/swings/extra value hits), W or L, how many minutes, recognition points, and political point status- if any. Also recorded are who, if anyone challenged. This is manually recorded on a sheet with my warrior’s name, ID, and size, handedness, plus style. (Feel free to computerize it all.)



2. Did each warrior fight as I expected from the strategy? Do I need to adjust or change any strategies?



3. Did any warrior act over encumbered or tire faster than I thought? Do I need to adjust strategies, armor, or weapons?



4. Did each warrior fight well with the weapon? (e.g. hit when he swung and had critical hits – which are strongly stated weapon hit statements compared to the norm) Do I need to change weapon selections?



5. Did another warrior out jump me when I did not expect it? Do I need to adjust strategies or weapons?



6. Did the warriors learn what I expected and learn well? (e.g. earn lots of skills) If not, what can I do about it? (Switch to learning stats/skills? Challenge a very experienced warrior?)



7. Do I know anything about the arena warriors that I can challenge? (Have I and my friends accumulated style and other information on opponents?) Should I challenge or take the luck of the draw? (Remember – challenge warrior #’s.)



8. Likewise, is there someone within range I just do not want to fight? (A warrior that has beaten me before? A warrior with lots more experience than me? A team that has my number? Should I avoid the team with that warrior? (Remember – avoid team #’s)



9. Have I written some personal ads or a spotlight to add to the enjoyment of the arena?

Then it is time to turn in those strategy sheets again!



Duel 2 is a game of gladiators, comprised of knowledge, strategy, and a little luck. Above all, it is fun. See you on the sands!



Note: RSI has something special with Duelmasters that few if any other PBMs can offer. Twice per year, for 40+ years, voluntary Face-To-Face Tournaments are held, opening up the competition from all arenas of D2 play. Managers (typically 35ish, nowadays) from near and far gather for a fun-filled and very busy week-end of competition. The winter version is held in RSI home town Tempe, AZ (Phoenix) while the summer location varies in location east of the Mississippi. (Recent ones in D.C, Minneapolis, Cincinnati, New Orleans, Pittsburgh) Great competition and a fine chance to meet other managers and the RSI staff.

* Wayne "The Consortium" Smith is a Clemson fan.

Editor's Note: PBM Chaos' Editor is a South Carolina Gamecocks fan.

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GNN — Galactic News Network

Special Report

Issue Number 6 — Dateline: 09-09-2025

Editorial Opening

The galaxy trembles under the weight of widening conflict. What began as probing maneuvers has escalated into outright planetary invasions, with empires striking far beyond their home clusters. This issue of the Galactic News Network examines not only the battles raging across frontier sectors, but also the quieter shadows of espionage, smuggling, and trade disruption that now shape the daily lives of billions. From the stormed defenses of Emoa 2 to the black-market dealings in the Rhatsibahn Corridor, GNN brings you the facts that matter in a cycle defined by both open war and hidden influence.

Warfronts Ignite Across Multiple Clusters

By Kareth Vonn, GNN

Invasions spread rapidly this cycle as Apshain Federation, Nepenthes, and Ralleb fleets launched major operations. Emoa 2 fell after waves of Nepenthes fighters paved the way for a marine landing, while Union Junction 1 succumbed to Ralleb ground forces. Elsewhere, Apshain Federation fleets scanned Perfidiana 3, Terrabin 2, Olfas 1, and twice assaulted Perlans 1, pressing their influence deeper into rival sectors.



The M’mewan Empire suffered bombardment at Wordinor 1, where 30 enemy missiles destroyed 21 defensive forts before the attackers withdrew. With planetary defenses collapsing across multiple worlds, analysts warn of a shifting balance that could redraw sectoral borders in the coming cycles.

Espionage Operations Expand Across the Frontier

By Sera Dhalen, GNN

In the Faarna Belt, planetary authorities confirmed the infiltration of Megacorp agents on Ranna 4, while the Naaklik Cluster reported covert activity by Kvizer operatives on Quefia 3. Officials believe the missions were intended to destabilize defenses ahead of further aggression. The steady increase in covert action underscores the growing use of espionage as a parallel front in the galactic conflict.

Black Market Thrives Amid Regional Chaos

By Ollen Vey, GNN

Smuggling rings continue to thrive in contested trade zones. The Mutos of Rhatsibahn moved contraband through Karilon 2 and Quander 1, where black markets converted the goods into Resource Units. Observers warn that illicit profits are increasingly funneled into pirate fleets and insurgent groups, further destabilizing fragile economies.

Commerce Shadows Conflict

By Kareth Vonn, GNN

Trade fleets remain caught between warring empires. At Karsemer 1, the arrival of a Sungraco fleet conducting orbital scans disrupted shipping schedules and rattled markets. With fleets massing and smuggling syndicates emboldened, legitimate commerce is increasingly endangered across multiple starways.

Closing Note

The sixth issue of GNN’s cycle report captures a galaxy in turmoil. Once-stable sectors now find themselves tested by invasions, covert interference, and the tightening grip of black markets. The coming weeks may determine whether these incursions represent temporary raids or the foundation of a new galactic order. For now, citizens across the frontier wait in uncertainty, their skies filled with scanning fleets and their economies bent under the weight of war.



End of Issue Number 6 — Galactic News Network



TAKAMO

www.takamo.com

* All Takamo content and images copyright © Kgruppe LLC.

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Although I have only recently begun playing Forgotten Realms: War of the Avatars, I would have to say that it has become my favorite play-by-mail game after completing Ten Turns!



On Turn 20, you may summon an Avatar, an ultra-powerful being that really beefs up an Army that he or she moves with, but the cost of summoning an Avatar is 1500 Gold, so it is imperative that a Player save his or her Gold-pieces!



I have Emailed my Orders to RSI for Turn-11, but I only have One Gold Piece left, after spending 57 Gold from my 58 Gold Treasury! My 13 Blank Order Slots will add 26 more Gold to my Treasury for Turn-12, but that is a far cry from 1500 Gold that I would need by Turn-19 to summon an Avatar on Turn-20 to beef up my Army!



There is no guarantee in this particular game [FR 257 Slow Game] that my Hammer Tribe Realm (R19) will survive long enough to accumulate enough Gold to summon an Avatar at any point in this game!



A Player is eliminated from the game if he or she controls No Armies, No Leaders, No Avatar, or No Communities at the end of a Turn!



What I had decided upon, when I began playing this game, was that I would Have Fun Learning how to play this game, no matter how successful I played, or how poorly that I played this game!



I am taking this same approach, as I begin playing a Galac-Tac Private Learning Game that is being featured in each issue of PBM Chaos as I compete with or strategize against Five other Friendly Foes!



This same principle of Have Fun Learning should be applied to any Play-By-Mail or Play-By-eMail Game that I or anyone else reading this Article decides to begin playing!



When a Game becomes a Chore to play, or a Drudgery to Fill Out Orders or plot and plan strategies for game play, then the Have Fun Learning principle should be utilized to decide whether or not to continue playing in any particular game!



For Example, playing Hyborian War has become more of a Chore and Drudgery for me to fill out Orders and make strategy decisions, so I do not plan to play Hyborian War after I finish my current game, but that is my conclusion regarding Hyborian War; whereas, there are literally multiplied dozens of other Players who are long-time veterans or Noobs who are enjoying playing this Reality Simulations game!



You just have to discover what games you enjoy playing, win or lose, so employing the principle of Have Fun Learning is really essential to your enjoyment of any game you choose to play!



Forgotten Realms Players begin with any variety of Human Communities that are producing a Total of 24 Gold for their Treasury, but you begin the game with 36 Gold to spend in your Treasury!



I began playing Realm 19 with a Town [16 Gold Production] and two Settlements [4 Gold Production each], and have been Having Fun Learning, in spite of my mistakes!

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Tribe Talk Discord
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TribeNet is an open-ended, multiplayer, turn-based, play-by-email, civilization-building game. You begin the game as the leader of a nomadic Clan wandering in the wilderness. Over time, your Clan will advance to form an empire, managing cities, trade routes, envoys, and armies. There is also a TribeNet Wiki.

[09/13/2025] A PBM Away Team was dispatched this date to explore the Tribe Talk Discord server. Their report now follows.

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Scans of this Discord chat server at the time of the Away Team's visit revealed a total population of 242 members, one of the largest populations of PBM gamers in the entire world, with no less than 33 members logged in at the time of the visit.



No less than 28 different individual channels on this one Discord server yielded 50+ new messages since the last prior visit to the Tribe Talk Discord, including one channel that yielded 100+ new messages since our last visit. Numerous other channels showed recent life, also, though to varying degrees.



The Tribe Talk Discord server is absolutely teeming with life!

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SEASON ONE

Report for Round 3

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The Origin of GlueBeard
Charles Mosteller

These days, there are others who go by the name of GlueBeard to choose from. For instance, one can be found here. That's a blog posting from the year 2007, a pretty long while back. And another GlueBeard can be encountered here. But when I adopted the persona of GlueBeard for some online activities (pirate themed activities), which was probably sometime in the early 2000s (around 2004 or so, give or take a little), the name GlueBeard just sort of popped into my head out of the blue.



I like beards, so the Beard part of the name was a given - plus, it's in the same vein as Blackbeard or Yellowbeard. Honestly, I don't remember where the glue part came into my thought process for naming this pirate persona, but once it did, I thought that it was an odd - but colorful fit. Thus did GlueBeard take form where previously he didn't exist, at all.



At some point along the way, I created the Isle of GlueBeard, which was akin to a fortress of solitude for GlueBeard. I don't drink alcohol, but GlueBeard loves rum. He used to go about asking, "Now, where's me rum?"



Recently, after the Sea of Nyx League started, GlueBeard popped back into my heard. GlueBeard popped into my head when I was in Nevaros, not so very long ago. He even has a forum user account over on The Road of Kings Hyborian War forum. That account was created on February 24th in the PBM year of 2005. As near as I can tell, he only has two meager forum

postings to his credit, there - one in 2007 and the other in 2011. It could be that there used to be a few more posts from GlueBeard there that never survived to the present day, but his presence on that forum has always been relatively rare and sparing.



The Isle of Gluebeard has a little arcade section on it, and a chat box. It had a number of users, but never a great many. Eventually, GlueBeard sailed away without me, and got lost, I guess. In real life, I get motion sickness, so I don't really have any interest in sailing the Seven Seas. But not old Gluebeard!



The sea is right where he is at home. The Isle of GlueBeard is a retreat of his, a place to go when he is not at sea. His first love is neither the Isle of GlueBeard nor the sea. It's rum. It's always, always, always rum.



Now, you may not care about any of this, but because I made the decision in last issue to announce that the origin of GlueBeard would be coming in the next issue, well, here we are.



The concept behind the Isle of GlueBeard embodied a love for rum, but also, an affinity for making glue - hence why his name is GlueBeard. And on the Isle of GlueBeard is a factory. It always leaks like a sieve. It spits and sputters glue. Huge vats of glue burst, spilling glue all over the place. But in the midst of all of the glue-induced chaos, GlueBeard's focus was on rum and all manner of other things, not actually upon fixing the leaks of his glue factory. Just patch it up would be his mindset. Any kind of band-aid would do just fine.



And his trusty ship? The GlueShip, of course. So, anything dealing with pirates, my mind and my thoughts and my memories drift back to GlueBeard.



I have very little of the visual artifacts associated with GlueBeard that came into being down through the years. Multiple hard drive failures washed them away in digital tsunamis. Alas, poor GlueBeard!



I imagine that he will live, until I die, and then, he'll still live on in far away distance places, and in distant memories. When I die, GlueBeard will just sail away. He's not like those damned elves that Tolkien wrote about. He'll be out there with his rum, fighting the waves and cursing loudly every step of the way.



One of the good things about memories is that they can be recycled and repurposed.I like GlueBeard, but should he and I ever cross paths, he likely wouldn't like me. GlueBeard likes rum. Maybe he likes Glue, maybe not. I'm really not sure.



Here are a couple of GlueBeard quotes to leave you with.



May 17th, 2007:

"Ye be muckin' up the whole works, says I. Aye.

Ye be keel haulin' the whole blasted establishment. They be maroonin' ye fer this, Crom-tard! Arrrrr!!"



August 3rd, 2011:

"Arrrr....Ye be makin' me to walk the plank. Feedin' me to the fishes, ye be, potato man."

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* All DungeonWorld content and images copyright Madhouse UK © Steve Tierney 1991 - present. All Rights Reserved.

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Understanding the PBM Maze

"I hope I do not have to use my scroll soon..."

The Player for Maze Runner 3

What a lovely, albeit brief, e-mail to receive! It was like music to the Maze Narrator's ears. I responded to it. While I won't share the contents of that response, I suspect that the player in question probably didn't feel the foundation of their hope to be any the more solid, after receiving it



So, what is a Scroll of Teleportation? Like a lot of other things in the PBM Maze, it's many different things, simultaneously. Obviously, it's a magic item. In fact, it says so with a bright red background behind it. Magical!



But what it is to a player may well be a world of difference compared to what it is to the Maze Narrator? Maybe the PBM Maze is easy. Maybe it's not. Maybe the maze was never intended to be easy and simple. Perhaps it is intended, in part, to make the players think.



And if that is the case (though it may not be in every single instance with everything that's in the maze), what then?



If the player's maze runner had not automatically been provided the Scroll of Teleportation, but the player was first required to decide whether to take it into their maze runner's possession or not, would they have seized it or left it behind? What if they only knew that it was a magic scroll, but they didn't have any idea what kind of magic? Would the player have just said, "Nah, I don't think that I want this?" Or what if the player wasn't informed that it was magical, at all, but only a scroll, or a rolled up piece of old parchment? What then would the player's reaction have been?



Gold, for instance, has many uses. Or does it? What if the use for gold exists only on the other side of the maze? What then? It may still be useful, but not to you. Or more accurately, not to you at that particular time of where and when you are in the maze. If you were playing, would you choose to leave gold behind?



Plus, too, if there's a lot of gold just lying around in the PBM Maze waiting to be discovered, does it have more value or less value to players, than if there was only just a little bit of gold scattered around throughout the maze?



One thing that a magic item is is temptation. It's a form of temptation. More than one form of temptation, actually. There's the temptation to find it. Then there's the temptation to obtain it. Also, there is the temptation to use it. Plus, there's the temptation to benefit from the use of it. That's a whole lot of temptation, isn't it? And all packed into a single, solitary magic item.



Temptation is often associated with evil, but temptation doesn't have to be associated with evil.



When maze runners go to a known encounter site (as distinguished from an unknown encounter site), and they end up in possession of various different forms of temptation, then I suspect that the urge that temptation generates naturally increases. In some things, maze runners get a choice. In other things, not so much - nor perhaps even any at all.



Temptation translates into decisions, one way or the other. They may be delayed decisions, but they remain decisions, nonetheless.



Rumor has it that magic can be dangerous. Yet, magic can also be useful. Magic can be a shortcut to something that you want, or a portal to unnameable horrors.



With regard to the Scroll of Teleportation in question, a set of simple instructions was provided to the maze runner for its use. You all read them, just as all maze runners read them. There's not much to any maze runner's individual turn results, so why wouldn't all maze runners read all turn results, including for their fellow maze runners? It may give you a leg up, right? If something happens to one maze runner, maybe you can then figure out how to avoid it - or duplicate it, depending upon what - and where - it was.



Players are - and have been - encouraged to think outside the box. For example, is the set of instructions provided for the Scroll of Teleportation the only set of instructions that will activate the scroll in question? Can a player use it only on their own maze runner, or can they also use it on other maze runners, or even on other "things" in the maze?



I'll bet that will get a few brain wheels turning between now and the next turn.



And if you try to use it for something that it won't work on, what then will happen? Will the magic simply fail? Will the scroll then disintegrate? Will something bad happen to the maze runner that tried to use it? Or will it prove to be a complete waste of an otherwise useful item?



What if a player things of a potential use for a magic item that never even dawned on me, the Maze Narrator? Would an attempted use of it then fail or succeed? What if I liked the way that they thought, and decided to run with it, just to see what happens, whether exactly as they seek to use it or with unintended side effects? What if I decided to punish the hell out of them for going of-script?



Maybe that big letter "P" in PBM maze stands for possibilities. Or maybe it stands for purgatory of some kind.



The PBM Maze doesn't exist just and only for the entertainment of its players. It exists for the entertainment of PBM Chaos' readers, also.



Maybe temptation is like chocolate - a little might be delicious, but a whole bunch of it might well prove catastrophic!

Turn #5 Results Are In!

Maze Runners

Stefan

Life Force

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Maze Vision = 215

Gold Pieces = 7

Maze Runner 1

Maze Runner 1 - Turn 5 Orders

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Maze Runner 1 - Turn 5 Results

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Rob

Life Force

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Maze Vision = 215

Gold Pieces = 10

Soul Meter

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Weapon = Short Sword = 1d6

Maze Runner 2

Corpse Robber

Maze Runner 2 - Turn 5 Orders

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Maze Runner 2 - Turn 5 Results

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Steve

Life Force

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Maze Vision = 235

Gold Pieces = 17

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 5 Orders

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Maze Runner 3 - Turn 5 Results

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Richard

Life Force

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Maze Vision = 235

Gold Pieces = 10

Maze Runner 4

Maze Runner 4 - Turn 5 Orders

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Maze Runner 4 - Turn 5 Results

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Brendan

Life Force

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Maze Vision = 225

Gold Pieces = 7

Maze Runner 5

Maze Runner 5 - Turn #5 Orders

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Maze Runner 5 - Turn 5 Results

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Turn #5 Results

Maze Runner 1

You head back into the labyrinth of the maze. Walking, walking, and more walking.



Maze Runner 2

Your stroll through the winding maze passageways have brought you into close proximity with another encounter. Will you risk it, or will you pursue your quest to find a way out of this place?



Maze Runner 3

There seems to be no end to this maze, but your curiosity might just lead you to a new encounter, somewhere in one of these countless hallways.



Maze Runner 4

Still no exit from this madness anywhere in sight. You experience an odd sensation. Could it be that another encounter is near?





Maze Runner 5

Back the way that you came. How will you ever get anywhere this way, covering the same ground in this maze more than once? You really might want to pick the pace up.





Clearly, this was not the most exciting of turns in the PBM Maze, but if maze runners spend so much time walking or running through the maze in an uneventful fashion, then there really isn't much in the way of turn results to report.



If only the maze runners would interact with "things" in the maze, more, then there would likely be more unexpected things to share about their maze adventures.



Leave it to the maze runners, though, to bore us with their fascination with maze walking. Go figure!

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Hyborian War for Beginners: The Real Basics

"Beware the serpent-tongues ones, for they will bring about your kingdom's downfall.
If done by your own hand and cooperation, all the better."

Charles Mosteller

The basics of Hyborian War extend beyond just a basic understanding of the game's rules and mechanics. Understanding how the game works internally, and having a basic grasp of each and every last one of its rules, collectively, is a good start. But before you can actually play Hyborian War, you have to get included in a specific game of Hyborian War, and that game of Hyborian War has to actually start.

These days, there are different kinds of Hyborian War games. Do you want to play in a Regular Game of Hyborian War? Do you prefer to play in a Slow Game of Hyborian War? What about a Privacy Game of Hyborian War? Any Interest in an Organized Game of Hyborian War?

Decisions, decisions, decisions. . .


And what type of Hyborian War game that you want to play in can directly impact when your game will start, how often turns will process for your game, the amount of player-to-player interaction that you will experience, and the amount of fun that you will have.

Not everyone likes the same thing, and from time to time, most everybody likes a little variety in their life and in their games. It's no different for players of Hyborian War.

The fastest ways to get started playing in a game of Hyborian War are by either joining a game already underway as a Standby Player, or by signing up for an Organized Game of Hyborian War. The difference in the amount of time that it can take a game of Hyborian War to start can literally vary by weeks or even months.

Slow Games of Hyborian War process turns at a slower rate than usual, which gives players in those games a longer amount of time to get their turn orders in. If you're an individual who players Hyborian War from prison, or if you just have very little spare time to allocate to gaming, then Slow Games may well work best for you. If you want to just plunge right in and start playing, then  you really might want to avoid Slow Games of Hyborian War like the plague, itself.



Slow Games of Hyborian War process turns once every 28 days. All other games of Hyborian War process turns once every 16 days.



If you want a more robust gaming experience, then Organized Games of Hyborian War are the way to go. You'll most likely be playing against a whole bunch of experienced Hyborian War players in Organized Games of Hyborian War, but what you will also likely experience is noticeably more player-to-player communications and a more lively public exchange of posts in a dedicated game thread over on Lloyd Barron's The Road of Kings forum site, which remains to this day the largest gathering of Hyborian War players on the planet.

Where Organized Games of Hyborian War are concerned, the way that it works is that players sign up for one of a variety of different Organized Games seeking players at any given moment in time. Some of these Organized Games fill up pretty quickly, while others can take a considerable amount of time to gather 36 players for full games of Hyborian War. The more players, the better, as that means more players and more colorful personalities to interact with, and to test your strategies, tactics, and mettle against.



If you wanted to play in a Privacy Game, the good luck with it ever starting. The game that is Hyborian War, itself, is fun - but it's only part of the fun. It's the other players that really will determine the sheer amount of fun that you will - or will not - experience. And you do want your first game of Hyborian War to be more fun, rather than less fun, don't you?



Sure you do!



If you just send in a request to put you into a game of Hyborian War to the company that runs the game and which processes turn results for the game, good old Reality Simulations, Inc. (also more affectionately known as RSI), then odds are that you'll just be put into the queue for a game that won't start for a while. Thus, if you end up waiting months for your first game of Hyborian War to start, don't blame me, and don't blame RSI. RSI will be happy to add you to the queue for their next Regular Game of Hyborian War that starts. RSI, however, does not control how quickly that other players sign up for the same game, also.



That's where Organized Games of Hyborian War come in at. These are player-driven initiatives. Experienced Hyborian War players who are addicted to the game don't tend to wait any longer for their next game of Hyborian War to start, unless they've reached their budget limit for how many games of Hyborian War that they can play at a time, or if they're already in so many games of Hyborian War, simultaneously, that they just can't handle any more of the action in the Hyborian Age.



Organized Games of Hyborian War are ALWAYS FORMING on The Road of Kings. There's a section of the forum there that's dedicated solely to Organized Games. In my considered opinion, Organized Games of Hyborian War are the best way to go.



And just so you know, under the umbrella of Organized Games are a wide variety of different types of Organized Games of Hyborian War. Players come up with all kinds of variations on the traditional concept of Hyborian War, some of which have special player agreed upon rules, in order to create new gaming experiences from the same old game that is Hyborian War.



If you sign up for an Organized Game of Hyborian War, then once the player-sign-up list for your game is full, one person on The Road of Kings site will then notify RSI of who all has signed up for that particular game of Hyborian War, as well as which kingdom that each player will be playing. Some Organized Games of Hyborian War allow kingdom assignment by way of first come, first served, while others can have different ways of players being assigned to their respective kingdoms. Sometimes it's a random assignment that's used to allocate the 36 player kingdoms among the player sign-up list, and different Organized Games of Hyborian War may use a variety of other criteria or methodologies to handle the kingdom assignment part of the equation.



You will need to register as a new forum user on The Road of Kings, if you wish to access and use that site as part of your Hyborian War gaming activities. If you encounter any problems with the registration or activation process there, then just drop that site's proprietor an e-mail at: [email protected]



Just tell him that I sent ya, and if you remember, also kindly inform him that I am running low on snacks, and that it is time for him to send me a refill. If you would do that, I would definitely be really thankful! I promise, he won't get mad at you for doing it.



Lest I forget, the rules for Hyborian War can be found here, on RSI's website, or a searchable version of the rulebook can be found here, over on The Hyborian Tome website.



Also, all 36 different player kingdom set-up reports can be downloaded for free from The Hyborian Tome website. Thus, no need to order one from RSI, unless you just enjoy waiting to receive one. Why request one, when you can just download all 36, plus downloading is faster? You can select the ones that you want, over on The Hyborian Tome, or if you're certain that you want all 36 of them, then you can grab them all at one time in a zipped file format by clicking here.



And be sure to follow along with each new article in this Hyborian War for Beginners series, as they appear in future issues of PBM Chaos.

PBM QUOTE

"I'm still (slowly) making improvements in GTAC, too, if you have any further suggestions. There's plenty to do that's still on the drawing board there, but every idea helps make it a better product. (We might even come up with a real-time, GTAC-based version of the game one day.)"



- Davin Church

Quote from the Galac-Tac Google Group

February 2nd, 2009

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Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

The turn due date for Turn #1 is Friday, September 12!

A Glimpse At Galac-Tac Galaxy #223 After Game Creation

Player Log: Yonds of Droon
Wednesday: September 10th, 2025

It was on the night of September 9th, 2025 - which was a Tuesday, that I finally managed to get around to getting serious about uploading a set of turn orders for Turn #1, which will get processed by Talisman Games two days from now (it's Wednesday, as I write this portion of this article). As such, I still have time to check and double-check my turn orders, in case my mood changes or I decide to revise my space empire's opening moves. I can't help but to wonder what the other 5 players in this game of Galac-Tac will choose to do on their opening turn.

Will they play it safe? Will they come out of the starting gate hell-bent on war? Are they going to concentrate on growing their respective empires' economies? Or are they gonna arm themselves to the teeth? Honestly, there's just no way to know.

So, I'll just have to play it by ear.


Will alliances form? Will escalation happen early, mid-game, or much later on? How much destruction will be visited upon whichever empire gets attacked first? And will any initial conflicts expand and explode? Or will players back off, after getting bitten or retaliated against?

I don't have the answer to any of these questions that I pose to you, the readers of PBM Chaos. Feel free to write in, as this game proceeds, and offer me advice or just to cheer me of (or to boo me, if that proves to be your preference). I would really prefer to not start writing my empire's obituary, just yet.

Prior to Turn #1 processing, I thought that I might share a few thoughts about Galac-Tac, as they come to me, based upon what I have encountered over the last couple of days since Issue #44 of PBM Chaos published.

Since first piddling around with Galac-Tac and its player assistant program, GTac, a couple of years or so ago, what I'm finding, now, is that it sucks having to refamiliarize myself with GTac and with Galac-Tac's order system, but that can hold true when trying to refamiliarizing myself with any game that I haven't played or experimented with for a while. The reality is that when a game ceases to be a part of your life for a while, retention of its details can begin to fade or evaporate.

That said, it was easier to begin refamiliarizing myself with GTac and Galac-Tac, this time around, compared to when I first tried to gain some degree of familiarity with then however long ago that it was when I first dipped my gaming toes in Galac-Tac's waters.

Unsurprisingly, GTac's lack of any real documentation remains problematic. On the GTac page of Talisman Games website, under the section titled Basic Instructions for GTac, GTac is described as fairly simple to use. That has not been my own first-hand experience with GTac, though. It might seem simple to use, for the individual that designed it, but that's because the person who designed it has great familiarity with it. For the average newcomer to Galac-Tac that has no prior experience with using GTac, at all, there is a considerable learning curve awaiting them.



On that same GTac page of that website, it also says, "well worth the trouble to try it out and get acquainted with its features." I agree with that statement, but it is a qualified agreement. GTac has a lot of capability designed into it. However, due to the wholesale lack of useful documentation for it, it reminds me of a piece of alien technology. You know it does something, you realize that it is capable of doing a great many different things, but it is far from obvious how to use it, much less to master it. Thus, I rate GTac very high on the capability scale, but on the user friendliness and intuitiveness scales, I rate it much lower.



Seeing different things that GTac will allow players to do makes me want to master it, all the more. The flip side of that coin, though, is that when I try to dig into the formulas and actually make it do various things, my frustration meter starts pegging. Maybe bashing it with a hammer might help.



Over on the PBM Forum, I recently posted the first of what I had hoped would be many different sets of step-by-step instructions to explain to newcomers how to use GTac to do various particular things. That first one that I wrote was to explain the GTac formula for coloring a particular star



Trying to write step-by-step instructions for each and every last thing that GTac will allow you as a player to do, in-game, will likely prove to be a rather time-consuming and extensive undertaking. In the 8 days since I posted that first instructional, I have come to three conclusion that there is a better - and significantly quicker - way to tackle to challenge that complete lack of familiarity with the GTac player assistant program posses for newcomers to Galac-Tac.
 
And that better and quicker way through this particular thicket of obstacles is for Talisman Games to just post the formulas, themselves, with a brief description of what each one does. There would be vastly less explanation in text for required to accomplish this, and progress in expanding the amount of GTac formulas explain would swiftly begin to take solid form.



What players need are the formulas presented, and not necessarily explained in any real length or detail. A brief description and the formula, itself, already presented so that it can simply be copied from a website page or a forum, and pasted into GTac. Quick and easy. Maybe post an image along with it, to give newcomers to Galac-Tac a visual representation of what any particular formula will yield on the player's end, so that they have an actual idea of what to expect. That's one way, and I believe a solid and meaningful way, to improve the overall player experience for newcomers to Galac-Tac.



The average newcomer to Galac-Tac will not, I believe, have the patience nor the inclination to invest the time and energy and effort into GTac sufficient to retain them as long time players of the Game, with GTac not explained vastly better than it presently is on the Talisman Games website. A viable solution is, I believe, within reach, and once it begins to take form, I think that Talisman Games will swiftly begin to see the value in such.

It's also something that wouldn't have to all be done in a single sitting, either. Rather, it could be started, and gradually expanded as long as it takes, and the end product would, I think, prove to be a real feather in Talisman Games' hat.



When using GTac last night to issue turn orders with, one thing that I encountered that was just plain old annoying was the really short character length limit for naming the Classification and Name of ships - a mere 15 characters.

Why is 15 characters too few? Because it makes it all the more difficult for players to add a greater degree of personalization to their empires. I tried to create a ship called Droon Industries, rather than a more generic-sounding Freighter. The letters add up to 15 characters, but that space between them is a 16th character - which means that it wasn't allowed.

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If you want new players to Galac-Tac to take a liking to the game, then a greater ability to add their own personal touches in the games of Galac-Tac that they are playing is one way to accomplish that. Not everyone who games wants minimal ability to put their mark on the game.

If 15 characters, total, was the limit for all of science fiction, the Millennium Falcon would never have able to make the cut in the Star Wars universe.

My empire in this game of Galac-Tac is Yonds of Droon, which is 14 characters in length, counting spaces. If I wanted to play the Romulan Star Empire, no could do, as that would be 19 characters. The point isn't the Romulans, but rather, the hard limit on a player's imagination. It's the equivalent of forcing round pegs through square holes - the square holes being hard limitations, which also limit the extent of one's imagination.

Ironically, the term Unnamed Star System, which weighs in at 19 characters on the report players receive when a new game of Galac-Tac starts is OK, but players have to make do with less room for their individual creativity under a 15 character limit. It's one of those things that I just shake my head at. Could it be remedied without a lot of programming changes? Maybe. Granted, there has to be some character length limit, but does it have to be a measly little 15 characters? It strikes me as something that might be easily fixable.



Now, let's take a look at the various starship designs that all players of Galac-Tac start the game off with. I have edited it and condensed some of the information closer together, for display purposes in PBM Chaos.

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Nothing quite like a bunch of dull and boring names for space ships, huh? This is exactly the kind of thing that can imbue a game with a generic feel. Yes, players can design new classes of ships in Galac-Tac via the Classify order. But starting off fresh, it's welcome to Big Generic City. Again, just something that I shake my head off. How about that Carrier, Jeep, huh? Is that a great science fiction name, or what? Is that the kind of thing that newcomers to Galac-Tac are supposed to get excited about?



It could have been a Light Carrier and a Heavy Carrier, but instead, it's a Carrier, Light and a Carrier, Jeep. As the old saying goes, the devil is in the details. Part of the problem that Galac-Tac currently suffers from is in the details - in little, tiny details.



Science fiction, itself, is escapism. Plain Jane names are a stumbling block to escapism. It's set up with players to have some ships to start with, right off the bat, rather than having zero ships and having to spend your first turn building some, before you can start sending them out among the stars. And when you and other players in the same game see the first ships moving between the stars, you all get to see - and experience - the exact, same generic classes names of starships.



Galac-Tac is a game. However, playing Galac-Tac is more than just playing a game. It is also an experience. In the grand scheme of things, experience trumps game. I've played numerous games of Hyborian War down through the years. Same game, yet different experiences. Assassinating that Zamoran character in HW-85 after being backstabbed by the Zamoran player in that game, my first game of Hyborian War, was the most satisfying assassination that I have ever carried out in all of my years of playing the game. That's one kill that I will always savor to the day that I die.



The "uniqueness of experience" is what elevates a PBM game to more than just a game, whether it's played via the postal service or online. "Plain and ordinary" isn't the best sales pitch, whether in advertising or in actual player experience in what is encountered in-game. It's been said that "first impression is the most important one." Personally, I don't count "Carrier, Jeep" as a good first impression for when newcomers to Galac-Tac receive their initial in-game report, following the galaxy that they're playing is being created at game start.



That there may be no "perfect solutions" does not mean that there can't be "better solutions" than what the current status quo provides. Galac-Tac is a game that has been around a while. It used to be the case that hundreds of people would be playing Galac-Tac. They wouldn't have been doing that, if there was nothing to the game's underlying design. Back then, there was a lot of other space warfare type games for PBM gamers to choose from - and even so, many still chose to play Galac-Tac.



Part of what Galac-Tac needs is a fresh coat of paint, and part of that lies in the form of small details and exploring new options. If talisman Games wants me or you or anyone else to get excited about Galac-Tac, then give us reasons to get excited about it. None of us want excuses. What we want is the real deal - but the "real deal" doesn't necessarily have to be expensive nor hyper-time-consuming to achieve. Me? I want to knock the cobwebs off of Galac-Tac, and drag it out into the light of a new day of gaming. The Galac-Tac of today is a direct digital lineal descendant of the Galac-Tac of yesteryear, which was played solely via the postal service, once upon a time ago.



When I start destroying my enemies' empire in this game of Galac-Tac, it's gonna feel as good as it did way back when, when others began destroying their enemies many years back, in games of Galac-Tac that they played. Poker is as good of a game, now, as it was when it was first invented. The same holds true for Chess and a lot of other games of different types and mediums and genres. I suggest to the readers of PBM Chaos that the game that is Galac-Tac isn't obsolete - and neither is the experience of playing Galac-Tac obsolete.



And I think that as Galaxy #223 unfolds, turn by turn and issue by issue (in PBM Chaos), I think that others will begin to realize that. You think that I'm not gonna gloat, when I destroy some other player's starship? You think that I won't agonize and cuss as much as any Galac-Tac player decades ago did, when their empires came under attack in games of Galac-Tac played in the distant past?



The main difference being that readers of PBM Chaos will get to read about it.



Everybody who is a player in Galaxy #223 is gonna attack somebody. It's just a question of who and when and how often. All of us know that, and all of you out there know that. Maybe some alliances will form. Perhaps some will go it alone. If they all gang up on me and kill my empire off too fast (perish the thought!), then they'll end up with less to read. Let me go ahead and hang that Sword of Damocles over their alien heads right now.



And does anyone really believe that they are gonna talk about this game of Galac-Tac more than me? Get real, people! Or prove me wrong, alien species of Galaxy #223.

Galaxy #223 Player Blurbs

Talisman Games GM Blurb - Davin

Ok, we have 72 new systems charted, averaging 5.7 PV each. Three of them are 2's and two of them are 10's. Almost all are 5's and 6's this turn.

Player Blurb - Ajwan

Log 3500-02: All ships reporting great discoveries. An entire galaxy spread out for us to stretch our hands and take it all. Rumors of the existence of other empires out there. No matter. We will deal with them. If they don't join us, they can freeze in cold space. Foruna Favi Fortus.

Player Blurb - Brendan

Wyvern Supremacy's blurb ...

Chapter 2


Brendoon looked up at the screens in his office. They displayed a complicated web, his empire’s ships that had spread out from the homeworld had found themselves in many different scenarios, some expected, some not. Some ships found worlds, scanned them and prepared to claim them, other ships had run into other other empires already encroaching on the Wyvern

Supremacy’s space. They would be dealt with.

More orders appeared on different screens, new ship designs being turned out by the empire scientists, attack orders to defend the spreading empire, and new ship orders already beginning to be constructed in the empire's homeworld space docks.

Brendoon also was surprised at reports of the meeting of other worlds in space, most likely they would all need to be destroyed, but perhaps there was an empire or two that could be turned to allies, for as long as they were needed of course…

Player Blurb - Djinny

An eerie silence currently emanates from the Kroji Konfederacy.



* Do scroll back near the beginning of this issue, to read Djinny's PBM Quote, where she was excited about Turn #1 being processed for Galaxy #223.

Player Blurb - Hammer

Hammer, as the Misraw Minister of War, turned his attention away from what he was ordering the Scroids to Build to further their Empire aspirations!



The Incoming Reports from the Charting Explorers were a bit unsettling, but the Misraw Minister of War set his jaw with a renewed determination, in his quest to achieve what was best for the Scroids!



He noted the possibilities for beginning Colonization efforts that may prove to bolster the Misraw Economy, but glaring at the Minister of War from the pages of the Incoming Exploration Reports, was the Unexpected News of Several Cease Fire Encounters!



Hammer had not realized that an Enemy Empire was brazen enough to impose their will in Charting the nearby Star Systems so early in this Galactic Campaign!



A total of five (5) Cease Fire Reports had disrupted the Misraw Charting Explorers' expansion efforts!



It was the Kroji Konfederation that was endeavoring to impose its will against the Economic Development of Misraw; the Kroji Konfederation that had caused all five (5) Cease Fires!



This was not a time for Hammer to become hasty in his response!



He had two weeks to ponder upon what Actions exactly to do, or what Actions not to do!



Misraw would not be taken lightly!



The Fog of War seemed to be slowly lifting!



Preparations were now underway!



This was not a time to be hasty!



This was a time to Prepare a Plan!



Misraw and the Scroids began focusing upon what must be done!



Hammer, Minister of War

Player Blurb - Richard

The empire that is Castle Anthrax basks in a strange silence, these days of late.

Player Blurb - GrimFinger

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Heading into Turn #1:



Galaxy #223 has formed. Thus, let the shit talk begin! After all, the shit is about to hit the fan, and the fan is galactic-size. If your space alien species was inflicted with a milder, softer tongue, then let the smack talk begin!

Same-same, either way.


Me? I'll reach for the colorful. Variety is the spice of life, they say. If you don't like it, then don't read it. Entertain yourselves with the player blurbs of these other, lesser species. I'm here to represent the interests of the Yonds of Droon. If you still don't know who Droon is, even after last issue, then that's your loss, my friend.

I begin this player blurb on a Wednesday. By the time that my first set of turn orders process on Friday, September 12th, 2025, I'm sure that I'll have more to chime in about. I don't have any plan to be their sitting duck. Think Spacehawk, not Sitting Duck.

So, what am I up to in my empire's first turn? Building ships. Moving ships. Hell, I'm even designing new ships. In actuality, mine is probably the most peaceful of all empires in this game. Casting my eyes across the vastness of space in different directions, it's hard for me to not take notice of these warmongers and galactic miscreants plotting and scheming and otherwise up to no good. You know it. I know it. And they know it. That ain't exactly the Peace Corps that they're playing.

When they stick their noses into my neck of the galactic woods uninvited, there's a big old can of Ass Whup that I'm gonna open up on 'em. And they'll deserve it, too - every last bit of it!

I've got a little bit of Popeye spirit in me, and more than one can of space spinach that I'm just aching to pop the top on. In fact, I'm listening to that Popeye theme song, right now, in preparation for what's forthcoming.

Honestly, I sometimes wonder if any of these other players in this game know how to talk a little smack. Such modest folk. In space, no one can hear you scream, but surely to galactic goodness, we ought to be able to hear you talk trash from time to time.

Already, I have done a little bit of what you might term "pre-game analysis." Did I mention that I've already drawn up a few star maps, to aid my attempts at analysis all the more? It's a damned crying shame that I've already deleted them, just so that I won't have them to share, when the other players think to ask me for them. One of us is clearly one step ahead of the rest of us.

Djinny is used to that old style Galac-Tac type of play. She had better get up to speed, and I mean fast. Both she and I know that there's no way that our two empires are gonna go the entire game without blasting one another's empires. In her heart of heart, she knows this, the same as I do. Why beat around the bush? This is, after all, a game of Galac-Tac that is likely to never repeat itself. Plus, she's the most experienced Galac-Tac player in this game, and that makes her the equivalent of a Galac-Tac T-Rex. How do any of us off-set her overwhelming experience advantage in this game?



This particular game of Galac-Tac was never envisioned from the very beginning as just a game of Galac-Tac tossed together only for the purpose of playing the game just to be playing Galac-Tac, or just to be having fun with. Rather, this specific Sharing of Information Game of Galac-Tac was created for the express purposes of raising awareness about Galac-Tac and for promoting the PBM game that is Galac-Tac. This game of Galac-Tac isn't just about having fun and playing. It is also about learning how to play Galac-Tac and teaching others how to play Galac-Tac, as well - which goes to the very root of why the premise of this game is that of it being a Sharing of Information Game of Galac-Tac.

Now, that doesn't mean that we're necessarily gonna come out of the gate blasting one another full bore. Like Jerry Clower used to say about John Eubanks - "Give everything a sportin' chance." Even across the vast expanse of space that separates her Kroji Konfederacy (aka the Kroji Cronies) from my Yonds of Droon, Djinny looks more like Granny Goodness to me than Granny Clampett (even though you might know her as a Moses). After all, out of all of the six players currently participating in Galaxy #223, Djinny is the most experienced Galac-Tac player of the bunch, by far. I have vastly less experience with the game, its rules and mechanics, and GTac than she does. I have no reason to believe that she won't try to win, or at the very least, not try to do good in the game with her empire.



But playing a PBM game involves more than knowledge of mere rules and game mechanics, even more than just having first-hand experience playing whatever PBM game is in question. None of those items I listed involve the meta-game aspect of Galac-Tac, which is as real of a thing as is the meta-game aspect of Hyborian War, which I've written about previously on numerous different occasions, going back well before even Suspense and Decision began publishing almost a decade and a half or so ago.



Speaking of Granny from the Beverly Hillbillies, my own Grandma was a Moses. And right now, I'm starting to feel like Amos Moses. And I really don't like playing the role of alligator bait.



Is anyone else in this game of Galac-Tac gonna be in the mood to be a genuine, honest-to-goodness dyed-in-the-wool ally of the Yonds of Droon? Maybe, maybe not. But luck being what it ever is way out in the dark recesses of deep space, I can't count on fortune smiling on me and mine. It's a dirty job, but Droon's gotta do it.



I don't know what Brendan was thinking, naming the leader of his Wyvern Supremacy empire Brendoon. Brendoon ain't Droon. This ain't a rhyme game we're playing. This here be Galac-Tac, and them be Wyverns. They sound like they're wantin' to snack on somebody. Step back, Billy Jack!



Supremacy, huh? Anybody have a clue what that means?



Come on, Brendan, I've been good to ya, son. Do we really need to start laying down orbital fire on one another, right from the get-go? Your empire's homeworld is squeezed right in upon me. I've gotta have some breathing space, son. Go easy on me, now.



Ajwan has been so quiet, is she even still with us? Her empire is out there, but has she already abandoned ship? Has she abdicated her imperial throne, so soon, already? Her empire's name is Saydonia, but we might need to change that to Sayonara. Talk to me, Ajwan! I'm here. I'm listening. It's that Richard you've gotta watch out for.



Speaking of Lockwood, Spaceweed might be what I call him in this game. Richard is more of a role playing kind of guy. Space warfare? Are you sure that you're not out of your league, Spaceweed? Your empire is way out there in the boonies, son. If it's Avon you're after, don't head this way. I ain't got no perfume for you, so don't be sniffing around my sector of space. Just stay over there, and concentrate on bringing your empire out of its current state of imperial infancy.

Who am I forgetting?
Oh, yeah. Hammer. The Space Hammer. Did Hammer not just say in the last issue of PBM Chaos that these Scroids of his are identified by their green alligator-like facial features? Like I said, Amos Moses. Alligator bait! The Scroids are warring tribes. This is a warrior race, a warrior species. Hey, it's not my fault that you haven't received a Christmas present, yet, Hammer the Spelljammer. You must be on the Naughty List, so I can't risk turning my back on a bunch of warmongering reptiles. There's other species out there to snack on. I ain't about to be your main meal. I'll go trophy-hunting before that happens. If only I could bag that T-Rex.



And to think, people thought that I wasn't going to be ready for this game - mistakenly thinking that I might have dropped the ball on getting my turn orders in on time. Oh, for sure, for certain, both I and my empire are out here. Heck, somebody's got to lead the way.



I could sure use some lunch, though.





Turn #1:

Turn orders for Turn #1 were due on Friday, September 12th, 2025. The turn was processed on Saturday, September 13th, 2025 at 9:02AM EST. Here is what the message from Talisman Games said that I received in my e-mail in-box, so that you will have an idea what to expect, should you dare to venture forth to give Galac-Tac a try, someday.


Galac-Tac galaxy #223 has processed the current turn and the turn results are ready for your review.



Straightforward and to the point. It's the news that you've been waiting for, though depending on what all players in the game decided to do on Turn #1, the news that you've been waiting for may turn out to be not the actual news that you wanted, in some ways.



Because Galaxy #223 ruins on two week turn intervals, with turn orders processed every other week, this means that PBM Chaos publishes twice, for each turn in this particular game of Galac-Tac that processes. Which, in turn, also means that I need content for each issue of PBM Chaos, and so I shall spread my reporting out from the Yonds of Droon, so that PBM Chaos readers will have something to read each issue, every issue, about Galaxy #223.



For me, personally, this issue of PBM Chaos is about the lead up to Turn #1 being processed. However, I don't want to say nothing at all about how Turn #1 went for the Yonds of Droon, this issue, but I will be keeping it very short.



As GM Davin reported, 72 new star systems were collectively charted, successfully, by all 6 players in Galaxy #223 on Turn #1. Of those 72, the Yonds of Droon successfully charted 17 of them. There were 4 additional charting missions that my empire attempted, but those were cancelled out by virtue of the fact that missions from the Wyvern Supremacy to the same starts interfered with one another, and cease fires happened automatically. So, even on Turn #1, it's possible for empires in Galac-Tac to be bumping into one another. The Yonds of Droon and the Wyvern Supremacy were not the only empires in Galaxy #223 to experience cease fires and charting cancellations on Turn #1.

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Ah, the Galactac Statistics section of my Turn #1 results. Not really much there, yet, but the information presented in this box will change from turn to turn, as the game progresses.

Before a player in Galac-Tac can establish colonies at other star locations, those locations must first be charted. Chart is an order in the game, one of many that players of Galac-Tac can choose to issue. What successfully charting a star location will do for you, as a player, is reveal the PV (Production Value) of a previously unexplored star. Rather than just say Resources, Production Value (more commonly known bit its abbreviated form, PV, for short) is the term that they came up with when designing the game.

Successfully charting unexplored star locations, in and of itself, means relatively little. What matters far more is extracting those resources from those still-undeveloped stars, and shipping them off to be processed at a Production System. Your homeworld location starts the game off as a Production System. Your homeworld is a fully developed star location, though you start off relatively weak, in both an economic sense and in a military sense. All star locations are basically one of four stages of development:

Unexplored System
Charted System
Colony System
Production System


Player homeworld locations are all Production Systems, but homeworlds are also more productive, resources-wise, than other Production Systems. All homeworld have a PV value of 10, and players of Galac-Tac will start the game with their homeworld producing 100 PI (Production Inventory - which is Production Value (resources) that have been refined and processed in order to generate the equivalent of income or money, in practical terms. Your homeworld location generates wealth because it is a Production System. Colony Systems, by comparison, will generate more resources from a Charted System because it is partially developed. Here's a chart directly from the Galac-Tac rulebook to better inform you of  how the different stages of development can impact players' ability to extract resources from star locations.
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So, if you want your empire in Galac-Tac to be wealthy, instead of poverty-stricken, the it behooves you to explore the star map and develop new star locations. Otherwise, your empire will quickly begin to fall behind. Let the wise take heed and beware!

Because unexplored stars must be charted before they can be developed, no player starts the game with any colonies under their control. Once you initiate an attempt to colonize a star location, it's a 2-turn process. It's a really simple process, but it's not a quick process (though two turns isn't an enormous amount of time, if you stop and think about it). The colonization process requires that you unload 10 PI onto the star location, with 5 PI unloaded one turn, and the remaining 5 PI unloaded the following turn. If your ship gets destroyed before the colonization process is complete, then you won't end up with a colony world in your empire's possession. War, you see, can directly impact your empire's chances of expanding and developing at will.



Here are the Production Values (PV) for the stars that I charted this turn:



4+5+5+6+6+6+6+6+6+7+7+7+7+7+8+9+9 = 111 PV Total



I don't actually control any of those star locations, yet. Stars that have been charted do not just generate PV every turn, and it grows each turn into big stockpiles. If you want those resources, your empire must figure out a way to get them from Point A to Point B (a Production System). Production Systems, again the most developed star locations, are created by unloading more PI onto those locations (30 PI unloaded - 15 unloaded on one turn with another 15 unloaded the following turn onto a Colony System). You cannot convert a charted star location into a Production System without going through the additional stage of converting it into a Colony System, first. The Develop command is what players use to begin the conversion of a Colony into a Production System.



You need ships with cargo space on them to transport resources in the form of PV from charted or colonized star locations to star locations which are Production Systems. Production Systems are what refine raw resources into more useful resources (PI). You cannot colonize star locations that you have not charted, or which are controlled by other empires. As competition for resources increases, so does the likelihood of war between empires.



Here are a couple of more charts from the Galac-Tac rulebook, to help you remember the processes for creating Colony Systems and Productions Systems:

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Charting stars is the easy part. Resource extraction and conversion (from PV into PI) is substantially more challenging. After all, the resources at charted stars aren't going to simply transport themselves to your homeworld. It's up to you to build and move your empire's ships around to make things happen. You can't grow your empire's economy by sitting on your ass doing nothing. And with the specter of war always looming, whether you want war or not, your empire really can't afford for you to not grasp the basics about how to grow your economy. Your empire's economy is what funds your empire's war machine. So, snap to and get with the program, space cadet!

All empires had to spend Turn #1 charting unexplored star locations, so the first construction of colonies by way of unloading PI onto them from ships begins on Turn #2, and those will be completed on Turn #3. This is the absolute earliest that a player in Galac-Tac can obtain colonies for their empire. Every empire is operating under the same time frame limitation, though, so don't have a heart attack, just because you think that your empire isn't growing fast enough at the very beginning of the game.

Out of those 17 star locations that I successfully charted on Turn #1, I have to now decide which of them I have the means (in terms of ships with cargo space) to try and colonize, or to just extract resources from them by moving ships to them and using the Load order to load raw resources, before then moving those ships to my homeworld, so that these additional raw materials may then be processed and converted into PI (which is, in essence, a spendable asset, like money - which I can then build new ships with). Hey, galactic empires can't just run themselves, you know!

Realistically, I can't just colonize all 17 of these newly explored and newly charted star locations. That would require 170 PI for just the Colony orders, alone, not counting the necessary transport capacity. And this assumes that my empire want be at war over the next two turns, and those cease fires that happen could very well lead to war. Brendoon and his Wyvern Supremacy empire might not take kindly to the fact that both of our empires try to chart some of the same star locations on Turn #1. You've read the books and seen the movies. You know how some of these alien species out there are. Very hostile and inherently uncooperative, some of them do be.

Since Turn #1 was processed two days ago, communication by other empires with my own empire have been either minimal or non-existent. This isn't a good sign, but simultaneously, it can be helpful to remember to not read too much into it - particularly when only one turn has been processed in the whole game.

The harsh reality, however, is that one or more empires could already be preparing (or thinking about) bringing the flame of war to the Yonds of Droon. Should I just assume that no other empire out there intends me harm, whether over the short term or the long term of the game?

Do I go ahead and begin preparing for possible war? Do I allow other empires the luxury of launching first strikes against my fledgling star realm? If I invest in greater military capabilities, it comes at the expense of growing my empire's economy early. Decisions, decisions, decisions. . .Maybe we're all waiting to see what happens. By we, I mean myself and all of the other players in Galaxy #223. If so, then that's a disconnect, communications-wise. Some might even call it a missed opportunity.

But since turns for Galaxy #223 only process once every two weeks (somebody wake me when the next turn is about to process), there's still ample time for communication to occur. Is it my fault, if other empires choose to keep the Yonds of Droon in the dark? The fate of my empire hangs in the balance.

If you want to learn more about what happened to the Yonds of Droon on Turn #1, the be sure to tune in next issue. Same chaos time, same chaos channel.
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* All Star Fleet Warlord content and images copyright © Franz Games, LLC.

Information Warfare in PBM Games

Charles Mosteller
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What the above map shows are various distances around the different players' homeworlds in Galaxy #223. I couldn't remember how to draw these kinds of distance boxes, as I call them, using GTac.



I could have just asked Galac-Tac GM Davin how to do it, but that would largely defeat my effort to try and teach myself how to do things that I once already knew how to do, previously. After being away from GTac for a while, I discovered that the whole formula end of it was effectively non-usable by me. So, how did I figure out how to do it, again, after a year or two of not fiddling around with GTac?



By scouring the Talisman Games website. Ironically enough, it wasn't located on the GTac page of their website, but on the FAQ page of their site. I scrolled down their FAQ page until I bumped into this little tidbit of a GTac formula: (Coordinate $ MyHome) <= 16.



I couldn't figure it out on my own (not in a hurry, anyway), but once I had the actual formula, I then immediately possessed the ability to build upon it, and I began drawing distance boxes around all of the players' respective homeworlds. Plus, it gave me an excuse - and motivation -

to play around with GTac longer than I otherwise would have. Having access to that one GTac formula enabled me to transform a defeat (not knowing how to do what I wanted to with GTac) into a victory (suddenly knowing how to do a specific thing that I wanted to do - plus more!)



Here is another map example, below, of how such a seemingly small morsel of accessible knowledge about how to utilize GTac more effectively can make a dramatic difference in how a given player of the game will feel empowered or not. Visualization of information directly impacts perception, and perception impacts realities. In Galac-Tac, specifically, how one sees the galaxy matters greatly in the formation of imperial policy at the galactic level. War policy is an extension of imperial policy.

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It doesn't matter what any of the GTac formulas are, until and unless one can actually access their respective capability through understanding. You can always just ask the folks at Talisman
Games, but if you have to go that route, then it's not intuitive. And lack of or absence of intuitiveness is a trait that has been shared by many PBM games down through the years. Certainly, some parts of GTac's design are more intuitive than others. Intuitiveness in game design or in game interface design (GTac is one way to interface with Galac-Tac, but not the only way) is a primary mechanism whereby your chances of retaining a player increases.



In years past, I have occasionally talked in different online locations about how Information Warfare is a part of the old PBM game, Hyborian War. Information Warfare tends to be a part of almost every wargame ever designed and played by human beings in any era, including and especially when play by mail gaming was at its height. Granted, it's not always talked about using that particular name/label, but it is a very real thing.

The winner of Hyborian War game number HW-562 was Forrest Lancaster. I knew Forrest just a little bit before that particular game of Hyborian War. Not super-well did I know him, but we had exchange a little bit of communication. One thing that I did for Forest was that I printed a bunch of information from databases of information on Hyborian War that I had created and updated over time in an old computer program called PFS: First Choice.

Why did I do that? To give him an edge. To provide him an advantage. Back in those days, Hyborian War players routinely swapped player kingdom set-up reports for the player kingdoms of Hyborian War. These days, you don't have to swap them, because they're available online as free downloads. There was always a curiosity factor associated with learning what kingdom reports said in reports that you didn't have access to. But curiosity wasn't the only motivating factor that drove the swapping of kingdom set-up reports by and between players of Hyborian War.

Information, you see, in all of its many wondrous forms, is power, and power in the form of information in PBM games often provides PBM players with the ability to influence both other players and in-game events. It's just a fact. It's not something that I invented.

And a lot of times, it's less a question of what information that a PBM player has access to, as it is a question of how specific information out of a whole mass of information is presented.
Information that is critical to PBM players in a particular game, and in a particular turn of said game, has to be both located and accessible in a timely fashion, in order to maximize the value of said information. Information that is found or which arrives late tends to be rather useless, even if it still possesses some innate value, standing alone. If it arrives late, it is often no longer actionable information, especially for a turn already processed and passed by.

Overlapping lines of distance on star maps in Galac-Tac provide players of the game a way to visually process information without having to read a bunch of text. I provide this explanatory text for the very purpose of helping others who are unfamiliar with the idea/concept to be able to grasp the fundamentals of it more quickly and easily.

In the bottom of these two maps, I've drawn more distance lines around homeworlds, particularly my own. Why? Because I hope to avoid the early annihilation of my empire, and because the vote by players allowed the Normal rather than Dense stars to populate the star map, that translates into increased competition for less resources - particularly nearby resources.

On the top map, if memory serves me correctly, the solid red lines at the top around the Wyvern Supremacy empire and the dashed green lines around my Yonds of Droon empire are drawn at distances of 15 and 20 from our respective homeworld star locations. The longest distance that any of our players' ships in this game start with is a distance of 20.

The bottom map provides me with a bigger picture of distance at a glance, with the distance boxes around my empire's homeworld mapped out at distances of 5, 10, 15, 20, 25, and the thicker white line being 30. It allows me to "look ahead," both at additional potentially viable mining locations and at possible zones of conflict.

When distance lines of different empires in Galac-Tac overlap, those can provide some insight into potential early conflicts that might develop. Sure players can just ignore distance lines, and plot and scheme and plan around them, particularly to strike high value targets, but those sorts of complications can also many times (though not always) require additional time before such strikes are likely to happen.



I had started out looking at particular stars on the game's star map, figuring out which particular stars were a certain distance or less from my empire's homeworld star. Let me tell you, that gets old really fast. This is one area where GTac really shines. If you know the formula to use, GTac can map a lot of particular information for you really, really fast. How fast, you ask? Oh, in but a mere second or two. GTac facilitates faster processing of in-game information by players who use it, and it also facilitates an ability by a player of Galac-Tac to manipulate and to bend information presented visually for their own purposes.



What these distance lines also inform me of is whether my homeworld's starting position on the star map is better or worse than other players. Granted, I don't know what any of the PV mining values for any of thee stars on the map are, other than the PV values of all of the players' homeworld stars, which all start the game equal to my own empire's homeworld star's PV Value.



From the Galac-Tac rulebook, Page #3, we find: PRODUCTION VALUE (PV): PV is the amount of raw material you can remove from any given System each fortnight. Every Star System has a base PV.



For Galac-Tac purposes, a fortnight is equal to a single turn.



Count the number of stars within any particular distance from your empire's homeworld, and compare the total with the number of stars within the same distance from your fellow players' homeworlds, and you can begin to quickly discern who stars the game with a particular advantage or disadvantage, compared to all of the other players in the game.



In a normal/regular game of Galac-Tac, this wouldn't be able to know so early in the game, since you wouldn't know where any other player's homeworld is located at right off the bat. Here, though, we all know where every other empire starts in this game on this star map.



Winning or losing any given PBM game means nothing to me. Rather, it's the experiences of individual PBM games which is where all of the real treasure and value, particularly memory-wise, lie and are generated. Nobody's life hinges on winning or losing a PBM game. No player wins the vast majority of games of Hyborian War, for example. At most, after 40 years or so of ongoing games of Hyborian War being played, the most wins that even the "winningest" player has is but a mere handful. How many players of Hyborian War have won 100 games, or 50 games, or 20 games of Hyborian War? Exactly zero. And that's out of more than 1,000+ games run and played. What I have found matters the most are the memories of particular games of Hyborian War far more so than other games of Hyborian War. I suspect that players of olden days who used to play Galac-Tac way back then probably ended up with some games that they played in being more memorable to them than others.



Where I, myself, am concerned, the vast majority of my first-hand experience playing PBM games was acquired playing games of Hyborian War. That's what I'm the most well-versed in, PBM-wise. And so, my natural inclination as a PBM player now playing a different PBM game is to try and figure out how to adapt my style of play in Hyborian War to Galac-Tac.



On the one hand, both of these PBM games are substantially different from one another. But that doesn't mean that my playing style cannot be adapted to Galac-Tac from Hyborian War. For the most part, it can be.



Now, that doesn't mean that all other players in the game will like it, but what they each like or dislike is largely beside the point, the same as it is when I play with other groups of people in Hyborian War.



Over the last almost 40 years or so, since my involvement with play by mail gaming first started, it has been my experience that the sharing of information is perhaps the single best way to "level the playing field" between newcomers to a PBM game and very experienced veterans of the same PBM game, whatever that particular PBM game might be. It goes to the very root of why I have talked and elaborated on various things associated with particular PBM games that I have been involved with.



Likewise, it is traceable, also, to a new series of articles for Hyborian War that I have begun writing to try and help newcomers to Hyborian War stand a better chance against very experience and very capable foes. A lack of experience in most any PBM game that involves conflict between positions can many times put one at terrible disadvantage, and in ways that the new player can't even begin to conceive.



For experienced players of Galac-Tac, this Sharing of Information requirement and duty for this particular game of Galac-Tac can stand things on their head a bit. It is deliberately intended to bring them out of their "comfort zones" a little. It's one way to change the paradigm that they are already used to. In a sense, it helps to make them all new, again.



In games of Hyborian War, I routinely give information again - even to players who don't always request it. Information always possesses an innate independent value and worth as a "conversation piece." On one level, Galac-Tac is a game that is about "the pursuit of information." When you chart the PV value of stars, it is information that you seek, albeit information of a particular, limited type.



When you try to track down which player controls which star locations, whether for knowledge of information resources or for strategic value purposes, it is information that you seek. One thing that GTac facilitates is the acquisition of information, and the narrowing down of information possibilities. You're not gonna read that in the company's array Galac-Tac documentation. Player documentation often the more informative in any PBM game. Players often value documentation for reasons different than PBM companies and PBM GMs do. What do players do, particularly new players to a PBM game, when the company's or the GM's documentation doesn't cover everything? It's not as if PBM designers or PBM programmers have never gotten beat at their own PBM games, before. How is that even possible? I remember PBMer Bob Dickinson talking about it decades ago regarding Quest of the Great Jewels, during a telephone conversation that I had with that New Yorker.



In games of Hyborian War, why have I many times gone out of my way to goad players, to poke them, to prod them, to become a focal point for them? Well, for one thing, a quiet PBM game is typically far more dull and boring than a really "noisy" PBM game.



What did Raven Zachary say about the particular Lords of the Earth game that he was playing in, until he dropped out of it? "I love this ruleset and game, but I ended up dropping my positions because the player community isn't communicative. It feels like a group of solo wargamers who happen to be playing in the same game world."



He also went on to say, "It’s a great game if you love strategic depth, just don’t expect a party. It’s lonely there."

Simultaneously, he also said about a different game of Lords of the Earth, "The GM for Lords of the Earth 24 is doing a great job, though." Same game, entirely different experiences.



The same can hold true for virtually any PBM game, or board game, or role playing game. The players help to "make the game." Active players, dynamic players, and vocal players add additional dimensions to the overall experience of any particular PBM game. I like to make noise, when I play PBM games. Rile 'em up. Get 'em going. Stoke the game's conversational elements. Light a fire under their asses. Create some memories that otherwise would never exist.



Call 'em out. Confront what they say. Wage massive propaganda campaigns. These all add juicy elements to PBM games. Over the decades, PBM games have been played and visited by a really wide array of colorful personalities, some real, some created out of the whole cloth of fiction. Wars between good and evil tend to feature both heroes and villains. That's where players come in, in PBM games.



In a game of Hyborian War, if a veteran of playing that PBM game is either gullible enough (or just not fully focused) to allow themselves to get bogged down in a war with me (a guy who doesn't care anything about winning per the in-game victory ranking system of Hyborian War), then the odds are pretty good that they're not gonna end up winning the game. It's an obvious attempt at distraction, but many experienced Hyborian War players have fallen for it, down through the years. If you really want to win, then choose your enemies carefully, and stay focused, rather than allowing yourself and your kingdom to fall easy prey to things like goading and baiting tactics. I don't foresee Galac-Tac being any different from Hyborian War, in that regard.

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

Image ad for Galac-Tac for Talisman Games

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

Image description

Star Fleet Battles Online (SFBOL) is developed in cooperation with Amarillo Design Bureau, Inc. to be a Star Fleet Battles game service. Subscribers are able to play SFB games over the Internet with other subscribers around the world. SFBOL is designed to allow subscribers to compete in an environment that emulates face to face play. The difference is the computer interface which augments or automates many of the mundane tasks of game play such as energy allocation, moving counters across the map, dice rolling and damage allocation.



Subscribers may play as many games as they like during their subscription period.Throughout the year, Franz Games will host exclusive online Rated Ace Tournaments and subscribers can also compete year round via an online ranking system.



The Star Fleet Battles Online service will provide all required Star Fleet Battles software and server connectivity for the basic subscription price.

* Star Fleet Battles Online is owned by Franz Games, LLC.

* * All Star Fleet Battles Online content and images copyright © Franz Games, LLC.

Image link to PBM Patreon site.

It's always nice when I begin writing the Until Next Issue column, because it means that I'm almost completely done with another issue of PBM Chaos. I'm ready to hand this one over to our readers. Will it be well-received? I honestly don't know. Gathering feedback is tough - damned tough! Readers don't even like to participate in PBM Polls.

So, let's just not do a PBM Poll for this issue. And maybe not for the next one, as well. Maybe even do away with PBM Polls for all issues. For those few PBM souls that have participated in our past PBM Polls, to date, know that I thank you for your feedback.

Maybe at some point in the future, I'll re-implement PBM Polls as a feature of PBM Chaos. I always look forward to hearing from our readers. You're free to praise, you're free to criticize, and you're free to comment.

You're also free to just read or browse or skim issues of PBM Chaos, any of them or all of them. Feedback from readers simply provides additional things to think about and write about, both for myself and for your fellow PBM Chaos readers. No one is ever gonna make you write in and share your thoughts about PBM gaming or PBM memories with us, just as no one makes me publish issues of PBM Chaos in the first place.

I wonder what our readership thinks about PBM Chaos, since it returned several weeks back? If I counted right, Issue #45 makes 7 new issues of PBM Chaos, since it's return to publication was heralded. It's published every Monday since its return, pretty much like clockwork, though what hour of the day that issues publish can still vary widely within any given Monday.

Content-wise, is it what you enjoy? If you don't tell me, then don't blame me for not knowing, though you can certainly still blame me. Absent feedback, then basically, I just include whatever comes to mind for each and every issue. That works for me, but it may not work for you. Hey, we live in an imperfect world, remember?

As a special bonus for PBM Chaos readers, I'm gonna go ahead and cancel any and all further proofreading for this issue, just to get it in your hands earlier, today, for those of you eagerly awaiting it. And there are some who do eagerly await each new issue of PBM Chaos. If only their names did not elude me.



A couple of new games of Galac-Tac are currently forming. Galaxy #226 will have turns processed once per week (every 7 days), once it fills and starts. Galaxy #227 will have turns processed once every other day (ever 2 days), once it fills and starts. I'm signed up for both of those games, so sign up for one or both and join me among the stars. I extend this personal invitation to each and every one of you to coem forth and destroy my space-faring empires in both of these new galaxies in Galac-Tac.



And on that note, I'm gone until next issue!



Charles Mosteller

Editor of PBM Chaos

Write to PBM Chaos at
[email protected]

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