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ISSUE 46

September 22nd, 2025

COMING IN NEXT ISSUE

Regarding Galaxy 228 by Hammer

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More Galaxy #223

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Hyborian War for Beginners continues!

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Other assorted PBM stuff
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Editorial

Issue #46 extends greetings to one and all across the PBM realm!



It's ten o'clock on the nose, and it's pitch dark outside, as I undertake to write this editorial for this issue of PBM Chaos. Other than proofreading and double-checking links, this issue is largely already in the can. Can or not, come tomorrow, you'll be able to consume it fresh.



This issue just seemed to keep on growing and growing. You'll have to judge for yourself whether there's anything to it or not. I've kind of grown accustomed to the overwhelming silence that emanates from the bulk of PBM Chaos' readers. Blame it on me for failing to stoke any excitement within you. Maybe I should learn from your example.



Even though I had a nap earlier this evening, I'm still tired as I type these words. Then again, maybe the reason that I'm tired is because I had that nap.



For some reason, I have been unable, even as of this late hour, to determine what morsel that I want to select for a PBM Quote for this issue. That's unusual, as the PBM Quote feature is typically one of the quickest and easiest of tasks for me to complete, when compiling issues of PBM Chaos.



David Webber of Paper Mayhem fame is on my mind, tonight. He wasn't, earlier today, but as I browse through his words in more than one old issue of Paper Mayhem magazine (Paper Mayhem - The Informative Play-By-Mail Magazine), I find my thoughts drifting to and fro in my mind about him. Wouldn't you love to be able to watch some videos of David Webber putting together issues of Paper Mayhem from start to finish? I sure would!



That will never be, though. Just some fanciful notion that passed through my mind is all that that is.



It's been 8 issues, now, since PBM Chaos' return to publication starting with Issue #39 and running all of the way through to this issue, Issue #46. I've spend more time than I should putting these recent issues of PBM Chaos together, but just looking at it as a process, it's been fairly smooth sailing, all things considered. Maybe I've found my groove, but my "groove" tends to be chaotic, by nature.



The PBM magazine is taking shape, but talk about going in slow motion. It's not so much that I am having second thoughts on committing to publishing it, but rather, I don't yet have my rhythm down for that separate PBM publication.



I have decided upon a name for it. If you read real close, you mighty even stumble upon the name for it elsewhere in this issue of PBM Chaos. I won't be resurrecting PBM Unearthed as the name for it. Who knows what all the future truly holds, though?



Sometimes, especially recently, people all across the PBM spectrum seem hell-bent on doing their own thing. There's something good to be said about that. More and more, I seem to be gravitating towards taking cues from it, and going my own way on the PBM publishing end of things, even if it means leaving everyone and everything on the current PBM scene behind.



What would that even look like, though?



That's probably not a question that you should ask me, right now. The answer to it isn't fully formed in either my head or my heart. Oh, PBM Chaos isn't going anywhere anytime soon, but this whole "set in their ways" mentality that I keep on bumping into likely means that a reckoning is coming (eventually).



Things that I view to personify the very essence of PBM failure, a part of my innermost being rails against wasting and squandering my time trying to promote certain things about PBM that I think are the equivalent of dead weight on PBM's future. If you're stuck in the past, then why shouldn't you be left in the past?



And, yes, I do realize the irony that may inhere in that statement, coming from an aging fellow who spends so much time talking about play-by-mail gaming, of all things.



PBM Chaos, along with at least a couple of other PBM publications that I've been involved with in recent years, is an exploration of my thoughts about play-by-mail gaming, both postal and digital. Individually and collectively, these PBM publications are and have been an assortment of explorations of thought.



They also serve - and have served - as platforms to showcase the PBM writings of at least a few others. Not as many as I would personally prefer, but a number of different PBM-interested folks, nonetheless.



This is just me rambling, though. Rambling as my mind rattles from either chunks of brain matter having broken loose or my brain casing overflowing with too many thoughts about PBM to contain.



Along the way of this journey, I have enjoyed the benefit of "meeting" new PBM personalities (though only one in person - Tony), only for these newly-formed PBM contacts to then end up going their own way and doing their own thing. That's life, is what that is. MY bets wishes to each and every last one of them!



I'll always owe a debt of gratitude to the people at Reality Simulations, Inc. If it weren't for their Hyborian War game, then my interest in play-by-mail gaming, specifically, and PBM, generally, would likely have died on the vine long, long ago.



Those PBM games that are doing well, these days, do they need any help? Do they even want any help? Honestly, I think that the answer to that is probably a resounding,"No!"



And if that is the case, then shouldn't my PBM efforts and initiatives be focused on those that do need or want help?



These days, I don't talk nearly so much or nearly so often about the Old Guard of PBM as I used to. It's not because I've forgotten about them, but rather, they just seem to factor less and less into my thinking about PBM gaming here in the current modern era of PBM.



Maybe PBM needs a New Guard or a Young Guard. Heck, maybe PBM gaming already has one, and I'm either oblivious to it, or perhaps I've possibly managed over time to morph into becoming a small part of it. To me, though, I never really tended to look at PBM publications such as Paper Mayhem, Flagship, Gaming Universal, Nuts & Bolts of Gaming, American Gamer, and other PBM magazines as being part of PBM's Old Guard. Rather, to me, the Old Guard of PBM was comprised of PBM companies and PBM GMs, and that, as much as anything, is why I don't see myself as part of a New Guard of PBM, today.



Can PBM's Old Guard also be PBM's New Guard, or a part of PBM's New Guard? Or is PBM too far gone to ever have a Guard of any kind, ever again? Maybe PBM"s Old Guard was like that man behind the curtain all along, and never really deserving of special status or mention in its own right, as if they were wizards of a PBM Oz.



Again, I'm tired, so I am gonna wrap this editorial up. Sometime tomorrow (Monday), this issue should publish. Grab yourself a copy, when it does!



May PBM ever be a pole star of your gaming life!



Charles Mosteller

Editor of PBM Chaos

Unofficial PBM Meet Planned

Date of the Unofficial PBM Meet = November the 29th 2025

Spurred on by your publication and an idea from Roy Pollard (GM The Isles), Rich Lockwood and I have decided to run an "unofficial PBM meet" which will piggy back off the Dragonmeet RPG convention in November 2025.



Dragonmeet is the UK's largest RPG convention and will take place at the Excel Centre, Docklands, East London on November the 29th 2025. More details re tickets and games being run and traders can be found at Home - Dragonmeet.



This is the first non-game specific PBM meet to be run for quite a while and we just want to see what happens. We hope to attract some old players as well as attract new players who may express an interest. The idea is just to have fun and see what happens.



Rich is getting some signage made up and the idea will be to set up in the bar at about 12 noon.



So far confirmed PBM'ers attending are Rich Lockwood (GM: Xanoth and top player in numerous PBM games), Roy Pollard (The Isles GM), Martin Webb (top Saturnalia and Midgard player) and myself Wayne. We've invited various people including Danny Munford (GM: The Land) and his players, plus numerous PBM old guard.



If you fancy finding out about PBM or meeting up with some like-minded people, come along. There's no charge when you are in the con, and it should be a very good laugh.



I hope to see all you there.



Wayne

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GNN — Galactic News Network

Issue Number 7 — September 19, 2025

Heavy Fighting Reported on Ukwal-3 as Enemy Launches Missiles and Fighter Strikes



By Selanne Drax, GNN



UKWAL SECTOR — GNN sources confirm that Ukwal-3 came under heavy assault this cycle as hostile forces attempted to overwhelm planetary defenses with coordinated missile and fighter strikes.



Combat Control officials reported that an enemy fleet advanced into strike range, launching 50 missiles toward Ukwal-3’s surface. Planetary defense centers successfully intercepted and detonated 11 missiles before impact, though losses on the ground were significant. At least two Heavy Marine Units were destroyed in the exchange before the hostile fleet withdrew into deep space.



The missile barrage was followed by successive waves of fighter craft. Eyewitnesses described the skies over Ukwal-3 as “streaked with fire,” as enemy squadrons pressed through atmospheric defenses. Despite the intensity of the attack, planetary interceptors and ground fire failed to bring down any hostile fighter groups. However, defenders paid a steep price: 15 Marine divisions were wiped out, leaving 131 divisions still holding positions on the planet.



Officials in Presattan confirmed a second fleet maneuver against Ukwal-3 but stated that the hostile force disengaged without launching additional weapons. The attackers, identified in sector reports as the Rubidius faction, have since pulled back into deep space, though military observers caution that further raids are likely.



“This was a probing strike designed to test our defenses,” one senior defense analyst told GNN. “The loss of elite marine divisions will be felt, but Ukwal-3 remains firmly in loyal hands.”




Ralleb Forces Invade Torka-2, Overwhelm Planetary Defenses



By Jeren Vos, GNN



DRAQUOR CLUSTER — Torka-2 fell under invasion as Ralleb fleets arrived in orbit, according to planetary defense transmissions. The fleet deployed an estimated 500 Marine Units, rapidly breaching surface defenses. Reports indicate 68 local units were killed in the opening engagements before the attackers secured control.



Revenue officials confirmed that planetary income has been disrupted following the invasion, though full economic assessments remain pending. “Our defenses were overrun faster than expected,” one military commander admitted. “Torka-2 is lost for now.”





Guerrilla Forces Seize Smuggling Hubs on Laggio-1 and Abadiel-1



By Marith Kulania, GNN



RHATSIBAHN SYSTEM — Underground activity spiked this cycle as guerrillas linked to the Sungraco movement seized control of a smuggling hub on Laggio-1. Separately, reports from Abadiel-1 indicate disruption at another smuggling center tied to the Mutos of Rhatsibahn.



Local officials warn that the uprisings could destabilize illicit trade across multiple systems, potentially drawing rival powers into the struggle for black-market dominance.



End of Issue Number 7 — Galactic News Network



TAKAMO

www.takamo.com

* All Takamo content and images copyright © Kgruppe LLC.

PBM Image ad for The Isles PBM for Roy Pollard

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

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I made the statement last issue (#45) that playing Forgotten Realms: War of the Avatars has become my favorite play-by-mail game, although I have only received results for Ten Turns!



When a Player makes a request with Reality Simulations to play either a Regular or Slow Game of Forgotten Realms, said Player receives a Set Up Report for a Randomly Selected Realm!



You begin with 36 Gold in your Treasury to begin Building an Army or Fortifying one or more of your Starting Communities with your Turn One Orders!



Your Starting Communities begin the game producing a total of 24 Gold, but if you Conscript Units, then the Gold Production of the Community you Conscript from is reduced by one for each Unit or Item that is Conscripted from that Community!



However, by issuing a Muster Order, the cost of an Item or Unit adds an additional 5 Gold to the cost, which allows your Community to continue producing Gold at its beginning rate!



Towns produce 16 Gold, Villages produce 8 Gold and Settlements produce 4 Gold each.



You are allowed to Muster or Conscript up to 3 Units or Items from a Town, 2 Units or Items from a Village and 1 Unit or Item from a Settlement; however, there are limits as to what can be Mustered or Conscripted from each type of Community!



Each Community in your starting Realm is Human, but there are other Communities scattered throughout the 5000 Hexagon Map populated by Orcs, Ogres, Giants, Dwarves, Elves or other races!



Starting Players have no idea where these other Communities are located (including Human owned by other Players), unless they either have played numerous games, or have the good fortune of having one or more Player Friends who are willing to share the known locations of Communities, Lairs, Dungeons and Ruins on the 5000 Hexagon Map!



I had the good fortune of making friends with some Prison Inmates who I ‘met’ via writing letters, while playing Hyborian War, who were willing to mail me Location Information and who were also helpful in explaining some of the rules and nuances of the game to assist me in understanding how to play Forgotten Realms!



You either begin playing with a Realm that has a Town and two Settlements, a Town and a Village, 3 Villages or a Village and 4 Settlements!



Included is a One-Page Map that shows the locations of each of your Communities, plus the surrounding Terrain and a Key showing the Movement Points subtracted from the Total Movement Points that an Individual Unit or Army may possibly move per Turn.



Examples: Clear (4), Light Forest (5), Normal Forest (6), Medium Mountain (10), Hills (6) or Sea or Lake (NA) meaning you are not allowed to move across a Sea or a Lake!



If a Player gets located further to the North there are Snow and Glacier Terrains [to name a few!]



All Players begin with a Turn One Order Form that must be filled out and Snail Mailed to Reality Simulations, although I know a Player in Switzerland who was allowed to Scan and Fax his First Turn Orders to RSI, instead of relying on Snail Mail.



First-Time Players get to submit their First Turn Orders for Free, while Returning Players are charged $7.50 (US Dollars) for their 12 Orders!



The First Turn Order Form includes your Name and Address plus Country; RSI Account Number [if you do not have an Account with RSI, they will assign you an Account Number that you will receive with your First Turn Results]; 12 possible Order Slots [you receive 2 Gold for each unused Order Slot into your Treasury for the Next Turn];



Seclusion Status [either Proclaim or Seclude, depending if you want other Players to be able to request your mailing address]; Character Name [you can either Change Your Character Name or be assigned one of the Default Names]; Character Class [Defaults to Lord, but you can choose either High Priest, Master Thief or Arch-Mage];



Realm Name [you can Change Your Realm Name or keep the name assigned to your Realm] and Banner [you can either choose to keep the Banner that is assigned to your Realm or choose a New Banner that describes your Realm Banner].



Beginning with Turn Two, you are allowed to Email your Turn Orders to RSI [just make sure you follow the Instructions that are included with your Set Up!]



Decide to either Muster or Conscript any Units or Items and then consult your enclosed Map of the area surrounding your Communities [which are spread out on the Map] to decide where you want to Explore via Move or Advance Orders to discover roving bands of Orcs, Goblins or whatever Race you may encounter; plus, any Communities or Lairs etc that are hidden from view on your First Turn Map!



Why Forgotten Realms?



It is this Air of Hidden Mystery Awaiting Discovery, plus the ease of Emailing my Turn Orders, that has contributed to Forgotten Realms becoming My Current Favorite Play-By-Mail Game!



Not to Mention that upon request, Sandy at RSI will send me a pdf copy of my Turn Results, whenever the US Postal Service has inconveniently delayed its arrival to my mail box in a timely manner!



I really enjoy reading the Results of my Turns, but that is a discussion for another issue of PBM Chaos!

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Nevaros - A maritime exploration game

* Nevaros is currently in the Alpha testing stage of its development.

Joe Franklin

Nevaros is described as “a persistent, multiplayer, real-time sailing game for desktop, tablet, and mobile devices.” Over the last month or so, I’ve been participating in the Alpha Test 1. This review is based on my playing time.



For the first couple of weeks, I casually played. I had the starter ship and picked up passengers, while visiting all the ports around the lone available island. At the time, I was heavily involved in recruiting for my Monster Island Discord server and finding folks who were still playing. I didn’t pay much attention to Nevaros.



As I think back, pinpointing when this changed is difficult. I believe I was reading information on the Nevaros Discord server about Education. I investigated and discovered several topics that benefited the ship, travel, and crew. I’d been circling the island with a small ship and only the captain as crew. Our pumpkin flag shined brightly but signified nothing! I guided my ship toward larger bounties by upgrading to a newer, sleeker vessel and learning Education, which would hasten learning all the other Skills.



With the increased speed and storage capacity, the Pebbles (Nevaros currency) started pouring in. And I was engaged. I planned and plotted how to buy the fastest available ship while still holding enough cargo to make it a profitable endeavor.



My crew grew as I understood more about their role in the game. A Bosun coordinates crew, adding stats across the board. My Cook prolongs our Food. While at sea, it’s possible to pick up a few fish to add to our consumables. Each Crew member has a level between I and X – the higher the better, yet more expensive to maintain. A good Captain must also be mindful of Morale, which a musician will assist with.



This, and much more, is available in the free Alpha Test 1. This is my first strategy game with a ship-based theme. After my initial apathy, I’m happy to continue to contribute to the growth of this game and look forward to participating in Alpha Test 2.

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* All Nevaros images copyright © Raven Zachary.

NOTE: Nevaros is being brought to the gaming community by Raven Zachary.

Clickfest for Issue #44
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The most popular links in Issue #44 with 2 unique clicks each were:

http://www.talisman-games.com/

http://www.madcentral.co.uk/

Total Number of unique clicks for Issue #44 = 14

Clickfest for Issue #45

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The most popular link in Issue #45 with 6 unique clicks was:

https://gravenheim.com/

Total Number of unique clicks for Issue #45 = 15

* My apologies for flubbing the Clickfest section in our last issue!

The PBM Maze image ad

Understanding the PBM Maze

Should I ever bother to explain any of the inner workings of the PBM Maze, at all? Is Return to the PBM Maze a better overall experience for it, or do explanations of how certain things work undermine the player experience?

But what of the reader experience, also? Readers, by their very nature, read, and the role of Maze Narrator falls to me. So, I narrate the unfolding of actions and events within the PBM Maze, for better or for worse for any and all parties, alike, be they maze runners or PBM Chaos readers.

Depending upon various things, such as where you are in the maze, and when you are in the maze, not to mention anything else that's relevant, the mechanisms that come into play during any given turn can vary from what you (or another maze runner) may have previously experienced elsewhere in the maze.

Let's talk about gold, shall we?

This turn, some maze runners "obtained" more gold in their turn results. Compared to earlier gold discoveries, the amount of gold discovered in Turn #6 increased noticeably. From a "behind the scenes" perspective, perhaps the number of dice rolled increased. Some players are deeper in the maze than they previously were, after all. Perhaps greater treasures lie within, the deeper that one winds their way through the mazes countless different individual passageways.

More dice rolled could easily yield bigger numbers for the amount of gold discovered during an encounter for maze runners who have a nose for sniffing out gold. Makes sense, right?

But that's only one mechanism. I have it on good authority that when the dice rolled doubles, triples, etc., that those particular dice were then rolled again.

And again. And again. And again. At least, until the dice quit rolling those doubles, triples, etc.

Until the dice are rolled, whether they be dice of Luck or Fate or of some other force within the PBM Maze, not even the Maze Narrator has any clue how much gold that one is likely to find in some little chest, somewhere in the maze.

Some maze runners are definitely "luckier" than others of their ilk, but does the luck of the maze runners ever change? Or is it always a constant, from maze runner to maze runner? What do you think?



Isn't gold supposed to be heavy, though? How much gold can a maze runner carry? I could ask, well, which maze runner? Or I could ask, how many coins could you carry on yourself, today, whether they are made of gold or some other metal? You probably don't know, because you've likely never had a reason to test it.



Just now, I looked up how many dimes does it take to make 10 pounds? The answer that my Internet box gave me was two thousand. These gold coins in the PBM Maze that maze runners are laying claim to, how big are they? Or have you bothered to even ask yourself that very question? They could be big, or they could be small, or they could be Goldilocks-size.



In real life, we tend to view gold as being something that has significant monetary value. Is it the same way in the PBM Maze, though? Is gold a good thing, a bad thing, or perhaps something else? Could it be something entirely of its own sort? If gold has value in the maze, then what kind of value does it have? What is it valued for?



And why is gold just sitting around in the maze, just waiting to be found (apparently)? Does that sound right? If it is an object of great value, then why hasn't anyone (or any "thing") else already cleared out all of the gold long ago?



Why do I ask all of these questions? To make you think, that's why!

Maze Runners

Stefan

Life Force

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Maze Vision = 215

Gold Pieces = 7

Maze Runner 1

Maze Runner 1 - Turn 6 Orders

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Maze Runner 1 - Turn 6 Results

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Rob

Life Force

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Maze Vision = 215

Gold Pieces = 69

Soul Meter

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Weapon = Short Sword = 1d6

Maze Runner 2

Corpse Robber

Maze Runner 2 - Turn 6 Orders

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Maze Runner 2 - Turn 6 Results

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You have experienced another encounter. More gold!

This time, a small chest holding 59 gold pieces was discovered at the end of an otherwise dead end in the maze.



No trap was sprung by your efforts to open the chest, and no dangers appear to be lurking nearby.



The state of your soul has neither improved nor worsened.

Steve

Life Force

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Maze Vision = 235

Gold Pieces = 121

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 6 Orders

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Maze Runner 3 - Turn 6 Results

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After a long walk through the maze, you arrived at yet another dead end. What greets your eyes upon your arrival to this latest incarnation of nowhere is an ornately carved table with a plain small chest.

The lid of the chest was not locked, and in spite of your lack of expertise in searching the chest for hidden traps, you encountered none as you lifted the lid, and much gold awaited you inside, to your delight.

Having nothing else better to do in this maze, you decided to count the contents of the chest. What a haul!

It was a joy, indeed, to add 104 gold coins to the 17 that you already had in your possession from a previous discovery elsewhere in the maze.

Richard

Life Force

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Maze Vision = 225

Gold Pieces = 10

Maze Runner 4

Maze Runner 4 - Turn 6 Orders

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Maze Runner 4 - Turn 6 Results

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Your have stumbled upon the entrance to a cavern. You have only glanced quickly inside, but you are very limited in your ability to see clearly very far into the cave.



Do you wish to enter the cavern to explore, or to continue to explore the maze, as you have been? You cannot do both on the same turn.



The white question marks denote possible encounter locations within the cavern. This particular cavern may contain more than one room. To see into the next room, if there is one, then you must move to the hex location adjacent to the next room. You are free, however, to move to any hex location within your field of vision, or to not enter the cavern at all.



At present, you are unable to discern whether any dangers lurk within the cavern.



On your turn orders, you can choose to explore the cavern or continue to explore the maze. If you choose to explore the cavern, then mark which hex location that you want your maze runner to move to on the cavern map. If you wish to continue to explore the maze, instead, then ignore the cavern map, and move your maze runner to a new location in the maze, as usual.



A larger version of this cavern is also

included elsewhere in this issue for your convenience.

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Brendan

Life Force

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Maze Vision = 225

Gold Pieces = 7

Maze Runner 5

Maze Runner 5 - Turn #6 Orders

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Maze Runner 5 - Turn 6 Results

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Turn #6 Results Are In!

Maze Runner 1

You continue to do the old maze shuffle. But are you getting anywhere?



What does your future hold?



Maze Runner 2

You have experienced an encounter!



Maze Runner 3

You have experienced an encounter!



Maze Runner 4

You have experienced an encounter!



Maze Runner 5

You have made a conscious decision to travel a well-worn path. I wonder what crumbs will be left behind for you to happen upon.



But perhaps you have chosen a safer path, rather than one filled with more risk and reward.



Will your current slim maze vision advantage last, to enable you to catch up with and overtake the maze runner who preceded you down this path in the maze?



All decisions have consequences.

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Image ad for Duel2 for Reality Simulations, Inc. (RSI)

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

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Your warriors are seemingly solid and are putting up a good fight, but just can’t seem to win? Perhaps you should consider this list of recommended Consortium actions.



1. Always challenge and avoid. Use the challenge and if-challenged strategies on your strategy sheet to manipulate fight opponents in your favor.

    2. Challenge warriors you have beaten before and styles your warrior has the advantage with. (E.g. AB challenge TP, TP challenge LU, ST challenge SL, SL challenge LU, etc.). This is something of a rock/paper/scissors game.

    

    3. Take advantage of blood feuds to enhance challenges. Be brutal! BF all four times if to your advantage, The cretin killed your teammate after all. (Note: Consortium teams on Noblish Isle do not blood feud.)

    

    4. Avoid teams who seem to regularly beat you and teams with nearby warriors with styles which have an advantage over your warrior. Avoid the team that just beat you last fight.

    

    5. Make your warrior do what his style does best. (E.g. STs get the jump, LUs dodge, TPs parry and scum, SLs attack, etc.)

    

    6. Use high CN to your advantage by soaking hits and then later hitting and finishing a worn down opponent.

    

    7. Pay attention to where an opponent is aiming his attacks and protect that location on subsequent fights.

    

    8. Be bad! “Pick on” warriors with less skill, less experience, or lots of losses.

    

    9. Pay attention to fight history in your arena. Know which are tournament warriors, sandbaggers, etc. with hidden FE. (Fight experience.) These tournament warriors are likely highly experienced and highly skilled compared to your normal arena warrior. Stay clear of them. (Not at all common in DM93, but more common in all other arenas except no-tournament arenas..)

    

    10. Use tactics appropriately – Decise to help you get the jump, Dodge to help you avoid being hit, Slash or Bash to hit harder, Parry to focus on parry, Response to counter known decise users.

    

    11. Dress to fit your strategy – naked is faster/quicker, plated is most protected and sponges best, but slower.

    

    12. Do not overdress and excessively encumber your warrior. It greatly hampers ability to carry and endure and even to fight properly


    13. Watch fights carefully to find a favored weapon – one which you crit often with or which you get lots of extra value hits. Use that weapon and maybe those similar to it.

    

    14. Know your opposing manager’s styles and methods. Try to fight weaker managers and avoid those who just seem to win lots.

    

    15. If your warrior is in a difficult spot in the rankings/arena listing, sit him out. Don’t fight if you do not have a good chance to win. (e.g., your 5 FE warrior has jumped way up in the rankings and is surrounded by much more experienced warriors, or your scum TP is surrounded by aimed-blows, etc.)

    

    16. Phone a friend. Write with questions. Ask for help or advice. The right, helpful person is likely to want to help you succeed. Use the personal ads or Chatzy or the RSI site to discuss thoughts, ideas, or strategies.

    

    17. Try to manipulate your fight so you match with an NPC. (Non-playing-character; RSI Stand-In.)

    

    18. Send your warrior to tournaments. It gets hidden FE on his record and ups his skill/stat level unbeknownst to those paying little attention.

    

    19. Pay attention to fighting in your arena. Know whom is using strategies set on maintenance and take advantage of it by challenging and adjusting your strategies to beat them.

    

    20. Design warriors to win rather than to look godling-like. Sure, skills are important, but maybe not as important as physicals – especially early on.

    

    21. Take advantage of arena DM93. Read the spotlights. Know your C.I.C. package info or get info from the Terrablood and Assur sites.

    

    22. Cheer on your warriors. Stay excited! Yeah!

    PBM image ad for It's A Crime Facebook Fan Group

    Ridin’ Out the Storm

    A Galac-Tac Chronicle – Episode 15

    Douglas Neman

    Weather Report: 3500-13

    Part 3

    

    The lieutenant narrowed his eyes at me. “Explain.”

    

    “This man’s name is Vance,” I said. “We met before the war. He was drafted to fight against his will. He has surrendered peacefully and will cooperate. It’s okay.”

    

    Keeping his hands up, Vance nodded.

    

    “Both of you come with me,” the lieutenant said.

    

    “Let’s go, Vance,” I said. “They won’t be any more harsh than that instructor at band camp.”

    

    “Band camp,” Vance said, catching on as quickly as I’d hoped. “How could I forget?”

    

    We marched to the brig. Well, everyone else marched; I sort of schlepped. Never was much of a marcher. Along the way we heard the announcement: “Return to yellow alert. Our allies have triumphed! The battle is ours!”

    

    You mean the battle is theirs, I thought, thinking of the Heart of Fire. They had triumphed; we had gotten our butts kicked. But I dared not say that aloud.

    

    I was grateful to see they booked Vance peacefully. I was even more grateful – and surprised – to see Shelandra show up while they were fingerprinting him.

    

    “Who’s manning the gun?” I asked her quietly. I knew she would never leave the ship undefended.

    

    “I snagged a friend to take over,” she whispered. “I feigned an injury. Not my proudest moment.”

    

    I squeezed her hand. “You’ve had so many proud moments in the last thirty minutes, I don’t even know where to begin.”

    

    She actually blushed, then whispered, “Now spill. Fast.”

    

    I nodded to Vance. “Vance, friend, not a killer. Just trying to save a life.”

    

    The lieutenant noticed Shelandra and barked, “Special Gunner, what are you doing here?”

    

    “I witnessed the capture of this prisoner, so I’m here to inquire if you need a statement.”

    

    Oh, she is smooth, my Shelandra. My great friend since childhood. Sooooo smooth.

    

    “No statement needed. We have video evidence from the battle.”

    

    “May we visit the prisoner?” I asked.

    

    “A few moments only.”

    

    Vance stepped into a cell and they activated the force field. The lieutenant led the troopers away, Cody and I bumping fists as he passed.

    

    Noticing this, Shelandra said, “You’ve only been on this ship thirty minutes, and you’re already friends with half the damn crew.”

    

    I buffed my nails as we stepped towards Vance’s cell. “I’m Jake Storm, baby.” To Vance, I asked, “How ya doin’?”

    

    “Great. You saved my life.” 

    

    “Maybe,” I said. “Or maybe I made it worse.”

    

    Vance shook his head. “You heard. My fleet lost. We have orders never to be taken alive, to fight to the last plasma bolt and the last ounce of strength. If you guys hadn’t blown me up, my own commander would have. So yeah, I’m actually on cloud nine right now.” He sounded so casual. I

    wondered if that was normal for people of his race.

    

    “Before we do anything else, we need to coordinate our story,” I said quietly. “We were acquainted at an interstellar band camp in high school, but only for a few days. We really don’t know each other that well, but we bonded as underage drinking buddies. We suffered under a really mean instructor named Cooper. We illegally stayed drunk a lot; that will explain why we

    can’t remember much else about a week which happened so long ago.”

    

    “Sounds flimsy,” Vance said.

    

    “Got anything better?” I asked.

    

    “Nope,” he said.

    

    “This is Shelandra, one of my dearest friends.”

    

    “Pleased to meet you, Shelandra.”

    

    Shelandra smiled. “Likewise.”

    

    “Do you think they’ll torture me?” Vance asked.

    

    “I really don’t know,” I said. “I don’t know what you’re comfortable revealing about your home-”

    

    “Pffft!” Vance interrupted. “I’ll tell them the absolute truth: they know more about my people than I do. Our officers specifically told us nothing about anything beyond the ship we were on. If we asked, we were punished. Everything was need to know. I literally have no idea how many ships we have, where they are, or what my home world’s defenses are. Your people already know where my home world is; I know that much because we found some of your scouts in our system. There’s absolutely nothing I could reveal that they don’t already know.”

    

    “But will they believe you?” I asked. He shrugged.

    

    “I think I know how to make the best of this situation,” Shelandra said. “Jake, get back to Starfall. You’re probably not even supposed to be here. Let me handle this.”

    

    “What’s your plan?” I asked.

    

    “For you to get back to Starfall. Go.”

    

    “No, you can’t just drop a statement on me like that and then send me packing.”

    

    She smiled. “Sure I can.”

     

    I glared at her, and realized that yes, she could.

    

    The shuttle had been shoved to one side to make room for the returning fighters. Hoping it wasn’t damaged, I climbed in and powered up. Several flight controllers gave me puzzled looks, but I just nodded and waved in a way which was vaguely intended as a I’m good to go, thanks for asking, yes, I’m totally supposed to be here kind of way and took off before anyone could object.

    

    All in all, I returned the shuttle a full 45 minutes beyond the time I’d promised to have it back. But the Starfall was just then putting out its last fires and rescuing its final few wounded, so the shuttle bay was unmanned.

    

    I rushed to sick bay to help. No one questioned my late arrival. Covered as I was in grime and a few minor burns from the explosion on the Heir Apparent, it was obvious I’d been busy. My heart soared to see Rex there, alive and well. Jerry was one of the wounded, but not severely; his

    leg had caught a bit of hot metal shrapnel.

    

    Two hours later, Rex and I were back in the kitchen frantically preparing dinner. Battle makes people hungry. We produced a giant pot of your basic stew and a stack of bowls, and people wandered in to feed themselves throughout the day as things slowly got back to normal.

    

    Rex and I finally had a moment to ourselves in the kitchen a half hour before lights out. We were starving. It’s always the cooks who eat last.

    

    It was the first time we could talk since the battle.

    

    We wearily sat at the kitchen island with a couple of bowls of mediocre stew and dug in. “I’m sorry I wasn’t here,” I said.

    

    “’Sallright, man,” Rex said with a shrug. “You know you have nothing to prove to me.”

    

    “I’m not talking about proving anything, I’m just saying I’m sorry I wasn’t here.”

    

    He gave a tired smile and a tiny laugh. “Did you do what you needed?”

    

    “Yeah. And forgive me for not telling you about it just yet. I’d like to, but I can’t, because it’s not my place.” I ached to tell Rex I had solved our mystery, but I would not deprive Shelandra of her dignity. That was a talk Shelandra and Rex needed to have.

    

    Rex just nodded. “No prob.”

    

    I smiled at him, grateful he was my friend, and so understanding. “Thank you,” I said quietly.

    

    Rex just nodded and grinned again. It was all good with him.

    

    “I was glad to see Jerry was okay,” I said. “But I guess a guy like him will always come out on top somehow.”

    

    “He’s just damned lucky,” Rex said. “We only got hit with a single bombardment, right at the beginning. It put us out of the fight immediately. Still Standing didn’t finish us off because we weren’t a threat any more; the Heir Apparent was the real target, and they weren’t gonna waste time on us while our other ships could still shoot. I’m sure they would have come back to put us

    out of our misery once the battle was over.”

    

    He finished his stew and pushed the bowl away. “But here’s the funny thing. Jerry wasn’t hurt in that bombardment. The machine shop wasn’t hit.” Rex was silent for a moment. “But it’s right next to the engine room, which was hit. Jerry heard people calling for help. He dragged some

    of them from the fire. His leg got dinged when one of the engines blew.” Rex paused a moment. “He saved eight people.”

    

    I was silent also as I absorbed this.

    

    “Huh,” I finally said. “I do believe we need to give that man another steak.”

    

    Rex thought about it. “You know...he’d probably appreciate that more than a medal.”

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    Hyborian War for Beginners

    Leveling the Playing Field

    Charles Mosteller

    OK, so you've decided to give RSI's Hyborian War a try. Now what?

    Well, if you have no prior experience with the game, yet you end up in the same game as a bunch of experienced veterans of Hyborian War, you are faced with what is known as an "uneven playing field." It is the acquisition of experience, itself, that causes the playing field to become uneven between experienced Hyborian War players and newcomers to the game. This is unavoidable.

    If you want to level the playing field, so that you will find yourself to be less at disadvantage than you currently are, there are two basic paths that you can take in order to achieve that which you seek.

    

    They are the Path of Knowledge and the Path of Communication.

    

    To acquire knowledge, you can read, you can listen, and you can experiment. Communication

    facilitates the acquisition of knowledge - sometimes rapidly, sometimes slowly and gradually. If your kingdom is doing poorly, communicate with other Hyborian War players, both those in the game with you and those not in the same game that you're in. And if you're doing great in your game of Hyborian War, then you should still be communicating with other players, and learning even more as you go along.

    

    That you're doing good, now, doesn't mean your kingdom will be faring so well just a few short turns from now, and vice versa. In Hyborian War, shit hits the fan quite often, and it's up to you to make sure that your kingdom is ahead of the curve and prepared for it.

    

    Hyborian War has been around since the PBM year of 1985 - 40 years or 4 decades! That's quite a while, if you stop and think about it. And in that same span of time, a lot of people have played Hyborian War, and a lot has been written by many different people on the subject of Hyborian War.

    

    Where the acquisition of knowledge is concerned, part of the great challenge that you face is being able to discern knowledge that is accurate from the inaccurate, learning to what degree particular portions of findable knowledge are accurate, and how well that you can retain the knowledge about the game that you find or which is provided to you.

    

    Nothing says that you can't "borrow" the first-hand experience of veteran players of Hyborian War. Many of them, in fact, will be more than happy to share their years - or decades - of Hyborian War experience with you, in your bid to accumulate and refine the quantities of knowledge that you encounter in your searches for reliable knowledge and wisdom about the game. Reading posts and articles that they've written on the subject of Hyborian War or about particular kingdoms in the game can greatly aid you in broadening your own base of knowledge and understanding about the game. Indeed, that may well be your greatest tool in reducing both learning curves and the risk of defeat.

    Such player posts and articles, to include kingdom spotlights but not limited thereto, collectively form a written history of Hyborian War, incomplete and scattered though it may be. You would be wise to learn from history, as the history of Hyborian War has much of great value that it can teach you and instill within you.

     

    If other players of Hyborian War have been through the crucible of many battles and wars in Hyborian War, then their knowledge and experience acquired the hard way over an extended period of time can literally be yours merely for the price of asking. Completely free for the taking!

    

    The sheer volume of information and knowledge about Hyborian War that you can quickly and easily gain access to is staggering. Much of it, of that which is still in recorded form and not lost beneath the sands of time or record retention issues common to the Digital Age, is amassed at The Road of Kings forum site. It is there, also, that you will encounter the largest gathering of experienced Hyborian War players under one Internet roof. One stop shopping, if you will.

    

    Are you a quick learner? Are you an attentive listener or reader? Are you oriented towards attention to detail? Do you consume information voraciously or at a more moderate pace? Have you chosen to pair yourself up with someone who meshes well with your learning style, when communicating with experienced players of Hyborian War, or is there a mismatch? Mismatches inhibit and impede one's ability to learn - both quickly and at all, regardless of why they form.

    

    As you progress down the path of learning what to do in Hyborian War, are you also understanding with a firm grasp why you are doing it?

    

    Whether you choose to acquire information and knowledge via reading or listening to others, what are your retention capabilities? In other words, how well and how long will you remember what you've read or heard?

    

    Communication can accelerate the rate at which you learn particular portions of knowledge, or it can inhibit your ability to learn and splinter your understanding of that which you seek to grasp. Not all communication is effective communication, after all, just as not all information received via communication or reading is information that is received in a timely manner.

    

    As you prepare to play a kingdom in Hyborian War, how many player-written Kingdom Spotlights have you already read, for both the kingdom that you intend to play, as well as all of its neighboring kingdoms in both its layer of immediate neighboring kingdoms, and also in its second layer of neighboring kingdoms (those that lie just beyond your kingdom's immediate borders)? If you want to run with the Big Dogs of Hyborian War, you can't afford to skimp, when it comes to the acquisition and retention of information of particular importance - both to your kingdom's chances of survival and to your kingdom's chances of prospering and thriving over the course of the entire game.

    

    This all probably sounds a lot harder than it actually is. Once you firmly grasp what all that a given kingdom in Hyborian War can or can't do, then it doesn't really matter who is playing opposite you in the game. A firm grasp of the basics will always serve you well, no matter which kingdom in Hyborian War that you opt to try, and no matter what opponent or opponents that you face off against.

    

    Who is the best player in Hyborian War? There isn't one. Mastering the art of playing Hyborian War isn't about playing the most games, nor even about winning the most games. Experienced players of Hyborian War full well know that the victory ranking system isn't perfect, and that what all goes into "a win" in one game of Hyborian War may vary considerably from what all went into a win in another game of Hyborian War. The winning formula for Hyborian War isn't always the same, from game to game to game. Plus, too, you won't always be playing with and against the same cast of players.

    

    Did the winner of a given game of Hyborian War end up playing against player-abdicated kingdoms or player-controlled kingdoms? Players many times drop out of games of Hyborian War, and for a wide variety of different reasons. If the competition that you face changes mid-game, that can make a stark difference in your chances of winning or losing. Dropping your guard, when a player drops a kingdom that they are playing, can prove exceedingly costly, if another player them assumes command of that very same kingdom as a standby player a turn or two (or more) later.

    

    One of the primary things that directly impacts your chances of doing well in Hyborian War is your own persistence in getting your turn orders issued and in to RSI for processing BEFORE the turn due date expires. Missing turns can many times be utterly devastating for the kingdom that you play. The Kingdom Maintenance service that RSI offers is no proper nor adequate substitute for a real live human being issuing orders, and issuing them on time. Therefore, miss turn order deadlines at your kingdom's own risk!

    

    And the risk is great, indeed!

    

    Learning the hard way tends to be a great teacher of how to play Hyborian War. Getting your kingdom's ass stomped by one or more other kingdoms in Hyborian War is a fabulous methodology of instruction for learning to master the finer points of the game. When all of your plans and schemes go up in smoke in a turn or two, that tends to really stick in your memory and in your craw.

    

    Are you likely to master the art of playing Hyborian War in a few weeks, or even a few months? No, not really. It's not that it can't be done, but in order to do so, it requires a substantial amount of persistent concerted effort and an exceptional amount of focus on your part. And for some, that's just way too much. The beauty of Hyborian War, though, is that you are free to take a more gradual pace to the learning and conquering of learning curves. I don't recall anyone who ever mastered Hyborian War overnight.

    

    If you try to play Hyborian War, yet you only put in a superficial amount of effort to learn not just the basics of the game, but the finer points of the game, also, then your fellow Hyborian War players will swiftly teach you why that was the wrong approach to take to this venerable play by mail game that they love and swear by. It doesn't mean that your kingdom will end up anywhere near last pace, necessarily, but what your opponents have learned and you haven't can often make a lot of difference in the end of game rankings for the kingdom under your control.

    

    If you make mistakes (even very experienced Hyborian War players tend to make mistakes in every game of Hyborian War that they play, by the way), and you will, sometimes you just have to pay the iron price and learn from that which you failed to learn in any other way, and then apply your new-found knowledge in future turns or in future games of Hyborian War.

    

    Learning how to play Hyborian War effectively also means that you have to gain an appreciation for the timing of what orders to issue, and when to issue them. If your sense of timing sucks, then that can least to disaster or catastrophe. Not always, but many times it can, and often times, it most definitely will.

    

    In Hyborian War, it's not a matter of you and your kingdom being tossed from the frying pan into the fire. Rather, you and your kingdom start out in the fire, and it is up to you to enable your kingdom by hook or crook to climb out of the fire and obtain a perch where you can look down and see other kingdoms burn, rather than your own.

    

    If you are new to Hyborian War, then you really need to understand and appreciate that you enter the fray at disadvantage. Playing against other players who are very experienced, and who know the rules and the mechanics of the game like the back of their hand, while you can still end up having tons of fun along the way, none of them owe you pity or mercy or taking it easy on you. In Hyborian War, you'll quickly be treated to equality in play by somebody (it's just a  question of who). You're no different than any other enemy that they face. You do not sit in a privileged or exalted position, simply because you're new.

    

    Do some Hyborian War players sometimes cut the new guy or new gal some slack? Sure. In fact, it happens more often than you might think. If you were playing against me in a game of Hyborian War, would I cut you some slack? Not at all. Ignorance of the rules and the game mechanics and of things like timeliness in your decisions, those are your responsibility as a player to find remedy for and to take care of. I have no problems with you learning as you go. After all, that's how I learned to play Hyborian War.

    

    My first enemy in Hyborian War was a Hyperborean player. I still remember what it feels like being a new Asgardian player, and not really knowing a great deal about how to play the game. No matter how good or how bad that you do in your first game of Hyborian War, you are then free to apply what you learn from your first game to future games of Hyborian War. The more that you play Hyborian War, the more than you will learn, and the faster that you will learn, and the better that you will get at it. Even Conan had to grow up and to learn along the way of his life in the Hyborian Age!

    

    You do not have to memorize the rules verbatim, in order to play Hyborian War. And if you read the rulebook for Hyborian War, there are some things about the game that you may still not be clear on. That's normal for most everyone who has ever played Hyborian War at any point in time. Reading words on paper or on a screen simply isn't the same thing as obtaining actual first-hand experience of doing it in the game.

    

    The rulebook isn't going to teach you about momentum, either the importance of it or the necessity of it, especially to early expansion by your kingdom in Hyborian War. If you piddle around, you'll waste precious time, and it might end up taking your slow self more turns to accomplish a particular thing than it needs to. Or you could miss your chance to accomplisha  particular thing, at all. If you want your kingdom to get conquered and crushed, then you go right ahead and piddle around. If you want to do well in Hyborian War your first time out, then conduct yourself with a sense of genuine urgency. Hyborian War is a wargame, and war is hell. Grab some gusto and look up what gung-ho means, and bring that with you when you come to play Hyborian War.

    

    The company that runs Hyborian War, Reality Simulations, Inc., or RSI for short as most Hyborian War players call it, does not exist to save your kingdom from being overrun. When your provinces start being conquered, because you've allowed other things to distract you from the running of your kingdom and its armies and its royal court of characters, RSI is not going to intervene and give those provinces back to you. RSI has neither the time nor the inclination to play your kingdom for you.

    

    The Hyborian Age is not the age of babysitting. It's a rough and tumble age. Very ambitious players often play very ambitions and powerful kingdoms in Hyborian War. Combine ambition with power, and things can turn pretty dark pretty quick. But that's also part of what makes Hyborian War such a great and fun game to play.

    

    If you put forth effort and do your homework by studying up on the game, you can do as well your first game out as anybody that has ever played the game. Will you win your first game of Hyborian War? Maybe, but probably not. After all, out of 36 players in a full game of Hyborian War, only one of the thirty-six can win, per the game's built-in victory ranking system.

    

    Real victory in Hyborian War is having fun. The more fun that you have while playing, that's how you really rank up in this game set in the Hyborian Age. The memories that you make are worth far, far more than how well your kingdom places out of 36 different kingdoms as determined by the computer program that processes the turns for Hyborian War.

    

    If you're just out and about and looking for an easy win, Hyborian War definitely isn't the game to play. If you want to earn a win, then Hyborian War is one of the best places to start. Players talk junk all the time, when playing Hyborian War, but in actuality, not even the most experienced of Hyborian War players actually has any clue who is going to win a new game of Hyborian War that is starting. There are far too many variables in play for anyone to know what all is going to happen across 36 different player kingdoms, not to mention all of the non-player kingdoms (also called NPKs), across dozens of turns in a game that can last many months, far more than a year, in fact.

    

    Hyborian War is not an exercise in simplicity, itself. It's a game with a lot of nuance to it. If you're good at communication and persuasion, then your kingdom might end up with numerous allies. If you want to go it alone against the world, then Hyborian War is truly a really excellent game to play.

    

    If you play Hyborian War, then you are simultaneously both fresh meat and the future of the game. And if at some point down the road you want to take a break from playing Hyborian War, you can still remain a part of the Hyborian War player community for the rest of your life, if you so desire.

    

    Conan made it in the Hyborian Age, but he sure didn't always have it easy. You can make it in the Hyborian Age, also, by playing Hyborian War. Just don't expect that it's gonna be easy.

    

    The Hyborian Age. . .It's lure awaits you! So do its risks and its dangers. Conan came hither. Now it's your turn to do the same.n

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    PBM QUOTE

    "Adventurer's Guild is an extremely detailed in-depth FRP RPG PBM game. What Duelmasters, Legends and ME-PBM wanted to be, but couldn't do, the Guild is."

    

    - Gordon Blair

    Quote from Paper Mayhem

    Issue #79 - July/August 1996 Issue

    PBM image ad for Norad 3 for Lombardy Studios

    The US-printed game cover in English includes Dana's backstory for the game.

    PBM image ad for Norad 3 for Lombardy Studios

    The US-printed game includes a sample map setup

     and comparison of playing pieces from NORAD 1 and NORAD 3.

    PBM image ad for Norad 3 for Lombardy Studios

    The new map for NORAD 3 includes the USSR and Europe.

    PBM image ad for Norad 3 for Lombardy Studios

    Dana Lombardy at Origins 1976 with unique NORAD game map

    Cancelling the Cancellation
    MONSTER ISLAND STYLE

    Image description

    Charles Mosteller

    These days, monsters just don't get the respect that they used to, back in the day - including and especially the monsters of Monster Island.

    So, while Joe Franklin's recently-announced cancellation of his also recently-announced Monster Island Week is technically still in effect, instead of letting these lemons of life go to waste, I see it as an opportunity. Forgive me, if you will, one and all, for being such a monster about it.

    One does not simply cancel a monster, and by extension, I openly question whether a whole week set aside for Monsters can even be cancelled, once it is announced. Monsters ain't anybody's fool!

    What choo talkin' 'bout, Willis?

    

    Arnold is no longer with us, and neither are many of the monsters who used to populate KJC Games' Monster Island. But in recent weeks and months, I've encountered more Monster Island players online than I probably ever have. And one of the main reasons for that is Joe Franklin's ongoing efforts to grow the Monster Island player community.

    

    Maybe when Joe Franklin slipped into that Adam Warlock guise of his, those warlock powers of his were on the fritz, for him to just up and cancel Monster Island Week. But since when do monsters no longer expect their due?

    

    Irony of ironies, on the exact, same day that the Monster Island Week cancellation was posted over in the X-Dimension, exactly three hours to the minute prior to that, the very same Adam Warlock posted the following over on the Monster Island Discord chat server, "Big Friday SHOUT OUT to all the veteran Ruks who joined us over the last few weeks. They've generously provided us n00bs with wisdom & glorious loot! I hope everyone joins me in saying THANK YOU for keeping Monster Island alive over the last 30+ years!"

    Now, I don't know what all was originally planned for this Monster Island Week now become defunct. How could I? It's not like I ever saw all of the details ahead of the cancellation. Did I? What I do know, though, is that three weeks aren't always a sufficient amount of lead time for people to even learn about particular events - including events that they might be the most

    interested in - much less respond to them and to grow and share enthusiasm for them

    

    Not that I'm always above giving people even less lead time for various events that I announce (such as you'll find out about, if you bother to read this entire issue of PBM Chaos). And it wasn't so very long ago that I made the decision to stop publishing the PBM Polls in conjunction with each new issue of PBM Chaos being published. I do know what it's like to try and drum up participation for a variety of different things PBM-related, and the silence from others be nothing short of deafening, at times. Sometimes, that sort of thing impacts you more than at other times.

    

    Hell, I'm still trying to build that PBM Kirby machine. How long ago was it that I first started working on it? No end in sight, either. Just one long, continuous slog through the PBM swamp.

    

    We can't drain the PBM swamp by clogging it up with cancellations, though. I don't even know what monsters like, other than Halloween. Between playing their Monster Island PBM turns and try to beat one another in amassing the most candy each Halloween, maybe the monsters have just been busy - too busy to notice. Oh, and monsters like to scare people and other creatures, also. Let's not forget about that one.

    

    Yeah, I know - a likely story. And it probably is a likely story. . .er. . .an unlikely story. But we all have our excuses and our shortcomings and our habits of being set in our ways (I'm looking at you, Richard Weatherhead!).

    

    Just look at how long Raven Zachary put into his own abundance of different efforts in attempts to grow interest in PBM gaming, generally, and in specific PBM games, in particular. It can be a struggle, an ongoing struggle, to encounter "breakthrough moments" that one seeks with their PBM efforts. The PBM pay-off can seem small relative to what it appears that one has actually accomplished, when looking back at it all. Welcome to PBM gaming in the modern age!

    

    Or just take a gander at my many different PBM initiatives, some of which have lasted for a much shorter or longer duration of time than others. Trying to rouse others from their extended PBM slumber isn't a quick and easy thing to undertake. At times, it can prove to be one hell of an undertaking, one hell of an arduous mountain to climb. It's more marathon than sprint, and one tends to get tired - even frustrated - along the way from where they start out at to where and when, if ever, they ultimately manage to reach the finish line of their particular highly sought-after PBM accomplishment.

    

    Where PBM promotion and advocacy are concerned, victories tend to be incremental in nature. Even still, it behooves you to count your victories where you can find them, however seemingly sparse they might prove to be. Ultimately, all of our combined efforts may yet prove to be in vain.

    

    It's not like we're anywhere near the finish line, yet, though. The truth be told, we're actually still a lot closer to the starting line than we are to the finish line. That's the hard PBM truth, whether we like it or not, whether we care to admit it or not.

    

    If the Monsters of Monster Island don't deserve a week of their own, then tell me, Joe Franklin, who does?

    PBM image ad for the PlayByMail Discord chat server

    It was 53 short minutes ago that I shared a link to the Quest channel of the PlayByMail Discord. When I did so, the image above reminded me that I created and established that PlayByMail Discord just a hair over 3 years ago. Now, it has 331 members. Should I have just cancelled it after 3 short weeks?

    When you've got an idea hot and fresh on your mind, allocating 3 weeks to trying to get it under the PBM noses of others can seem like a lot of time. In hindsight, though, after weeks, months, and even years have passed, will it seem like nearly as much time to devote to a particular singular event? Probably not.

    I dare to say that, just like I dare to say a lot of things - and particularly if they are about PBM this or PBM that.

    It is for the very reason that I say all kinds of things about PBM that this issue of PBM Chaos now marks the 46th issue of this digital PBM publication. And when others dare to say things about PBM, and send me the words that they say about it, those additional words about PBM complement and surpass anything that I could ever possibly say about it.

    As I recall, Monster Island is a pretty big place. Over on the KJC games website, it says that
    "Monster Island is roughly three times the size of Australia."
     As such, maybe three weeks just isn't a sufficient amount of time for word about this Monster Island Week event to travel all over Monster Island, in order to "get the word out." Maybe some monsters are still hibernating. Others might be busy eating.

    

    It was none other than PBMer MadMat-UK who posted a mere 4 days ago, on September 15th, 2025 in the # monster-island channel of the Monster Island Discord, the following, "How much food does a monster need - ate 4 this turn and still complaining he's hungry!!"

    So, when monsters have to eat, it's a serious and time-consuming business, many times.

    

    Never say never, as the old saying goes. If the underlying root cause of the cancellation of Monster Island Week was truly a combination of no one interacted with the initial postings about it, no one offered to contribute to it, and/or no one even asked about it, then perhaps it simply needed more time to raise awareness of the announced event than what was allotted to it. In other words, it's about more than just feeding monsters an announcement. Most monsters will probably want more than one course. They devour information and announcements kind of the way that they devour something to eat. You don't get off light, feeding them a mere handful of announcements, and then expect them to be trained to do your bidding. That technique might work well with human beings, but not with monsters, and not with human beings who play the role of monsters.

    It might well be worth pointing out that on the day before the cancellation of Monster Island Week, it was none other than PBMer fractal12629 who posted in the Monster Island Discord the following, "At the moment just observing. I used to play Monster Island back in the 90s and have just discovered this group. Currently thinking about whether I have the time to give it another go to see what's changed."

    Just observing. That's a longstanding tradition of monsters of Monster Island. Sometimes, they just observe all kinds of things. What kind of self-respecting monster never observes? Perish the thought!

    

    If I have to, I'll launch a Monster Island Week of my own. I'd really rather that Joe Franklin take the gauntlet on it back up. Sometimes, even monsters lose the scent of the prey that they are tracking. We can chalk this whole cancellation thing up to old Joe losing the scent.

    

    But monsters many times catch a whiff of the scent, once again, and back on the prowl and the hunt they go! The Monster Island Monitor just published another issue, after Joe wound that PBM publication down, so he's clearly caught the scent of something, again, where it is concerned. Or perhaps we can get another monster on Monster Island to step up to the plate, and champion a Monster Island Week. No sense in Joe trying to do it all, with as many monsters as there are that still prowl Monster Island, these days.

    

    So, what say ye, Joe Franklin? What about it, Adam Warlock?  If there any other monsters lurking out there, feel free to roar on the subject and to make yourselves known on this subject at hand.

    

    I completely understand how it may seem very chaotic for an event to be announced, only for it to then be cancelled just a few weeks later, only then to see new mention of it possibly happening, after all.

    

    It's OK, though, because if there's anything that PBM Chaos specializes in, it's chaos.

    

    And if anybody cares about Monster Island, it's Joe Franklin - even and especially when apathy rears its ugly head.

    

    Nobody moves in on the monsters and just takes over - not even apathy! Monsters can, will, and should push back against the intruder that is apathy. The natural instinct of monsters is to fight, not yield.

    

    I push back against both apathy and the notion that PBM is dead. Sometimes, even monsters sense a need to conduct a tactical retreat, that they might regroup, anew, before pushing forward, once more.

    

    Hang in there, Joe! You're doing a fine and commendable job trying to round up and do something for all who dwell in Monsterdom. You should never forget, though, that apathy, itself, can be quite the monster, when it wants to be.

    Monsters of Monster Island may contact me at: [email protected]

    Image ad for the Sharing of Information Game of Galac-Tac

    Galaxy #223

    The ongoing Saga of Galaxy #223 in Galac-Tac

    The turn due date for Turn #2 is Friday, September 26!

    Turn #1 Results Portend What, Exactly?

    Now, the rubber begins to hit the road. With the processing of Turn #1's results for Galaxy #223 of Galac-Tac, the six players in this game begin to move from the Realm of Theory into the Realm of Actual Reality. Who did what, as opposed to who merely thought about doing what. Starships are now being built and deployed, rather than simply playing out in players' minds.

    

    Some ships of some players have by now already encountered other ships from other empires. Now, is when players really begin to get nervous. Assets of their respective empires are now at stake, even if not all of their assets are in actual danger of being destroyed anytime soon.

    

    The greatest fear, right now, is fear of the unknown. What all did the other players choose to build and to send forth across the galaxy this turn most recent? Who will get caught with their galactic pants down and unprepared over the next several turns? Or is everybody planning on playing interstellar Patty-cake, and twiddling their thumbs (if their species has thumbs)?

    

    Anything that I say, anything that I write, anything that I report, the other 5 players are out there waiting and watching, hoping to use such information against me and my Yonds of Droon empire. Galac-Tac is a wargame, after all, call it whatever else you want to. Not everyone out there in deep space and spread out across the galaxy is my friend. In a game of war, surely to galactic goodness, we can't all be allies!

    

    If you're out there and reading this, if you remember nothing else about Galac-Tac, then remember this tidbit, ever and always - Silence is the great lament!

    

    The game has started, and now, players are gonna want to try and hold their cards that they have dealt to themselves closer to their vests. Some of us have already made mistakes. We've already miscalculated. Some mistakes will in due time prove to be minor and of no lasting consequence. Other mistakes which we've already made on Turn #1 will undoubtedly end up biting us in the ass.

    

    None of our six empires are in any actual danger of being conquered and subjugated anytime soon. Even when and if you set out to do it, invading and conquering an enemy homeworld will take a bare minimum of at least two turns - if not more. After all, are any of these six players likely to just roll over and play dead while another of us seek to actually kill them - and their entire species - off? Not. Very. Likely. For some reason, players tend to become especially attached, emotionally, to their empires' homeworlds.

    

    On the one hand, you want your own empire to grow and expand, becoming prosperous and wealthy enough to amass huge fleets of very powerful starships. On paper, that looks pretty simple to do.

    

    But on the other hand, you also do not want other players in the same game getting too resource-rich or militarily-powerful anytime - and definitely not before your empire is firing on all cylinders.

    

    And that is where dreams are gonna get dashed, hopes are gonna get squashed, and ambitions are gonna get shattered.

    

    Silence is the great lament, because players are human beings, no matter what species that they pretend to be when playing in a game of Galac-Tac. When you are silent, you leave it to other players' imaginations to run wild. You may not even be a threat to them, and you may not intend them any harm, but they have no way of actually knowing that, when silence is allowed to reign.

    

    Your silence may well be interpreted against you. After all, you may well be plotting and scheming under a curtain of silence. Do I, or do any of us, simply place our respective empires at risk, all because you want to manipulate silence, itself, to our disadvantage?

    

    Do you suppose that I'm going to be fooled by your silence? What love does your species inherently have for my species? In a wargame, we are all potential warmongers. In real life, Ajwan might be as sweet of a person as you'd ever encounter. In a wargame, though, she may well turn out to be the most cutthroat player to have ever ruled a space-faring empire. She's not in this game to bake us cookies, you know.

    

    Your empire is either a known commodity, or it is an unknown commodity. It's one or the other, though sometimes, it may well be both at the same time. All of our empires are as likely to be potential enemies to one another as we are to be friends or allies to one another. For you to win the game, the rest of us have to lose. The Masters in games of Galac-Tac won't be interested in any of your excuses, should they return to the galaxy later in the game. Do you suppose that I'm interested in any of my fellow players' excuses, now or later? Get real, people!

    

    In Galaxy #223, I'm no door-to-door salesman. I'm not selling Avon. Rather, I deal in death and destruction. But the enemy of my enemy may turn out to be a friend, after all - even if only temporarily.

    

    Circumstances and situations will change, from turn to turn to turn. We'll each likely experience a range of different successes and victories. But can we prevent other empires from overwhelming us and kicking our empire's ass all over the galaxy?

    

    On Turn #1, many stars were charted by starships, in a bid to discover what their resource values look like. On Turn #2, colonization efforts will begin at a number of these now-charted stars. Think of stars as star systems or solar systems. Will we be gathering resources from actual stars, or from all of the planets and asteroid fields that we can imagine might orbit those very same charted stars? It really doesn't matter, because the end result is still the same.

    

    Each star location has a PV (Production Value) number. That number determines how many resources that you can mine or otherwise gather from that star system/solar system. If you build Colonies or Develop colonies into Production Systems, those decisions if fully carried out can then yield a greater collection of resources from those very same star systems/solar systems. And to wage war upon other empires will require a considerable amount of resources. After all, when your empire begins to lose ships in battles, you're gonna need to replace them. Plus, these relatively small starships that we all start out with, those might serve you well, now, but in the turns to come, bigger and more powerful starships are going to become necessary, if your empire intends to compete-at-scale across the stars against multiple other empires, simultaneously.

    

    Now, Djinny might be a nice wife, a pleasant mother, and/or a wonderful grandma, but in the deep and distant space of Galaxy #223, she may well prove to be a vicious killer, when our empires encounter hers. Do you think for even a single, solitary second that Djinny dismantled her starting warships on Turn #1? Don't be a fool! She fully grasps the concept of "maximization of resources and assets."

    

    Do PBM Chaos readers want all six of our empires to play footsie with one another, and be all nice and non-threatening to one another in Galaxy #223? Hell, no! Of course not. They want us to mix it up. They want to see our empires suffer and be annihilated. Otherwise, we'll bore them out of their wits.

    

    If you play silent with me and my empire, you'll soon enough learn that I will interpret that deliberate silence as a willful, conscious choice on your part. I will interpret it to be a brazen act of hostility towards my empire. Why? Because you're trying to be sneaky, that's why. Because you're trying to be clever, and slick, and opportunistic.

    

    Me? I'm quite comfortable in my species' skin waging war against 5 other empires, simultaneously. It will just boil down to who I fight, first. Silence can certainly imbue an empire that embraces it with certain advantages, but it also will inflict certain disadvantages upon your empire, as well. You choosing to be silent provides me no basis, whatsoever, to trust you or to view you as less of a threat to my empire.

    

    War, you see, is about hard choices. It's not my job nor my role nor my function to make it easier for you to make decisions. To the contrary, I exist in Galaxy #225 to complicate things for you. You could well be lying through your teeth in-game and in-character, even if you're a Boy Scout or a Girl Scout in real life.

    

    In real life, if human beings from planet Earth were able to fly to different star systems, and if there were other alien species out there that we ran into, do you honestly think that we would just automatically assume that they will be friendly to us? What if their species has no comprehension of friendship and cooperation? Rather, what if they are inherently hostile to all other species, by nature? What's in their nature, is what I wanna know?

    

    The first time that I blow up another player's starship, is it an outright declaration of war, or is it merely a warning from my empire to your empire? How you choose to respond may well determine the fate of your own  empire and, ultimately, seal your species' doom.

    

    My empire, the Yonds of Droon, come straight out of the pages of both comic books and my imagination. You do not seize the moment, by dilly-dallying and keeping my empire in suspense. Your idea of suspense may well be a prelude to a sneak attack and a highly-calculated war plan. My empire doesn't exist in Galaxy #223 of Galac-Tac to be a convenient Pearl Harbor moment for you.

    

    So, while you play your games with communication (or not), be sure to come fully to terms with what playing my empire for a bunch of fools is actually likely to translate into, when all is said and done.

    

    Droon may be a lot of things, but the forgiving type, he's definitely not.

    

    Silence in PBM games can many times be akin to sandbagging when playing cards. Not all fork-tongued and deceptive ones necessarily possess actual forked-tongues, you know.

    

    Whenever you communicate with me in this game of Galac-Tac, player-to-player, don't fool yourself into thinking, even for a mere minute, that Droon isn't listening. Me? I'm just a player. Droon rules my empire. Ultimately, all of the really big decisions come from him and get handed down to me for implementation. Basically, I exist in Galaxy #223, so that Droon has somebody to blame, when things go wrong.

    

    And remember, if you're not with Droon, then you're doomed!

    

    How a game of Galac-Tac can be played is not the same thing as how a game of Galac-Tac

    will be played. Dealing with actual players is an entirely different thing than dealing with the rules and mechanics of Galac-Tac. In a nutshell, the information that the game's program provides to you is inherently factual and truthful.

    

    Players, however, will deceive you any of a number of different ways. After all, the more and complete the information that you have in your possession, the easier it is to make informed decisions about what your empire should do on any given turn. Players like to mask or hide or withhold specific, detailed information from you that is crucial to you making better decisions for your empire.

    

    Even in this designated Sharing of Information Game of Galac-Tac, which is what the Galaxy #223 game is, players aren't required to volunteer information to other players. Rather, they are simply required to provide information that is specifically requested. Players in PBM games are almost always seeking advantage in-game (and sometimes out of game, as well). This is natural, and inheres in war games, particularly.

    

    Players in Galac-Tac are not just pitting their experience against one another. They are pitting their wits and their resourcefulness and their communication skills and their inter-player diplomacy skills against one another, also, to name a few of the things that tend to have strong bearing on the outcome of PBM wargames. Thus, even if a given Galac-Tac player possesses a rather sizeable experience advantage over you, experience is but one tool in an entire toolbox out of many potential tools or tricks that you can bring to bear, in your bids (multiple) to adapt, improvise, and overcome their disproportional advantage in experience over you. In a nutshell, don't be a one-trick pony (i.e.: rely only upon your own experience or lack thereof), should you ever decide to give Galac-Tac a try for yourself.

    

    Just because they possess an advantage in experience over you doesn't not mean that this advantage cannot be mitigated or overcome or bypassed. Plus, just because they have more experience than you does not mean that they won't make mistakes, or that they are automatically more analytical than you, or that they are more imaginative in their strategis or tactics. or any of a number of other things that could potentially be how you find or invent ways to overcome or truncate their experience advantage. Whether it's Hyborian War or Galac-Tac, do you think for even a moment that I actually care or worry about the experience levels of the players that I face off against in such PBM games? Better to focus and stay focused, than to place undue value in a very limited sub-set of overall relevant skills which have bearing on the outcome of whatever game that you're playing in.

    

    In Galac-Tac, Turn #1 is when the game really begins. Turn #2, however, is when the really important stuff starts happening. Just consider me your bullshit radar to help you PBM Chaos readers see through all of the noise that the other players are going to throw up like chaff.

    

    This is gonna be a fun game. Don't you dare miss out on even a single turn of it!

    Galaxy #223 Player Blurbs

    Player Blurb - Ajwan

    Quick note: I'd just like to reiterate my love for Assistant (GTac). Asking the map to update according to the orders I just entered is WOW.

    Player Blurb - Brendan

    An eerie silence emanates from the Wyvern Supremacy.

    Player Blurb - Djinny

    Well, after several long days at work, a great day with family out of town, and the joy of ringing handbells and singing in church (plus 3 rehearsals), I FINALLY have had time to dig into my first report in more detail. Until tonight, I was literally falling asleep at the keyboard. I have 29 stars within 20 of my Home World. Of 20 stars I visited, I got Chart reports back on 14, with one 2 PV and one 8 PV and the rest mid-range, as statistically expected. The average is 5, which is about right. Somebody else can pick up the 2, if you can find it - I'm going for a better initial return, and will circle back to it, later. So, my "luck of the draw" is neither feast nor famine, which is what I want for this particular game. I didn't want to start with a significant advantage, just due to luck!

    

    Ah, decisions. With unlimited PI, I'd be designing and building all kinds of longer-range, better-defended, deadlier-armed ships, and plumper freighters with vast holds for all the PV I'm gonna be collecting. However, choices must be made. We're also limited in orders (by original game design, we only got 30!), so I can't do everything I want to do even if I had the funds. I've decided on my opening strategy, though, and have my orders pretty much done. So far, I've used 47 orders and spent every PI I've got. Of course, I have a week and a half to rethink. In the process of typing up all these orders, I've run into several Oopses. Typical problems include accidentally sending two ships to the same star, or sending a ship somewhere it doesn't have the engines to reach in one turn. Of course, you may CHOOSE to do this, but doing it by accident causes timing problems you really regret, when your ship doesn't arrive when you expected it to!

    

    I've made use of GTac's handy distance analysis, and I've got all kinds of pretty colors on my map now. I've got everyone's 20-away borders defined, so I can see where any gaps may be, and who I'm likely to run into in any given direction. This is NOT normal gameplay, as has been mentioned several times. In a normal game, I'd just be plunging off into the Great Beyond (thank you, Charles, for that visual concept!) with no idea who might be in the vicinity. I was somewhat surprised by the number of encounters reported on the first turn. Bumping into other empires right out of the gate makes things a lot more interesting and fun - it's not just "Me vs. Statistics", it's "Hello, Neighbor!"

    

    Playing the solo game is good exercise, but about as much fun as using a treadmill at the gym. You burn calories but you don't GET anywhere, and it's a lonely endeavor. Going walking with a friend or playing pickleball To The Death is a lot more entertaining. (Am I the only one who has never played and doesn't even know what pickleball actually is?) So, I am grateful to all of you for playing, and sharing this experience with me. BTW, regarding "sharing", I'd rather not tell you what my 47 orders ARE. There has to be SOME element of suspense, or it's just a tutorial and not a game. In most every game I've played, I've had a more experienced player making suggestions that I followed without really trying to devise my own strategy. This time around, I'm trying to decide for myself, and only asking questions to clarify something that might be a problem for others as well. It's still a "learning game", and I'm learning, too.

    

    @Ajwan - By the way, I have developed a spreadsheet based on the exported star data. The headings include some of the original export, plus new columns I like:

    Location, Dist to HW, Which PC, Owner, Status, PV, PVx3, Shuttle on Odd turn, Shuttle on Even turn, Ships on Sentry, Notes

    

    I can sort by owner, by PV, by status, etc. Once I've identified ownership, I can color all the stars I know about for that empire the same. When I have built some PCs and reroute shuttles from the Home World to a new base of operations, I'll identify that new home base in the spreadsheet. "Status" means Chart, Charted, Colonize, Colonizing, Colony, etc. With a powerful tool like Gtac keeping track of everything, it seems you almost don't need anything offline to scribble on or analyze with, but I'm old-fashioned and think it's worth the time. I also love the printed page, and colored pencils, and little scribbledy notes on scraps of paper. I also keep a paper check register in RL, in addition to using Quicken for decades. Belt and suspenders never hurt. Us grannies seem to be somewhat like-minded in our record-keeping. I'm looking forward to our first encounters in the game. Probably next turn!

    

    @Hammer: OK, Hammer, we have Issues between us! Some of the stars where we bumped heads are non-negotiable. Some of them we can just sit here staring at each other until somebody gives up and leaves, or negotiate a border between us and who gets to keep what. Here's what I see:

    

    At 55-76, we both have freighters ready to claim it. I want it. Shoo. Or there will be fireworks.

    At 57-77, same situation. Shoo.

    

    I wish to claim 47-80 and 61-79. We can have a staring contest if you wish. I will withdraw from 45-83.

    

    If you don't know for sure how I know what's where: Look at the Cease Fire reports. If I see a ship from Misraw that is 1 SSD, I know you have a scout there. If it's 2 SSD, it's a freighter. We KNOW this, right now, because we all know exactly what ships we all have. That will shortly change as we design and build ships not on the original starter set. You can make general assumptions in the future, but once we get going, the only way you'll know exactly what enemy ship design you've encountered is successfully surviving a combat with that ship. The combat report will give you specific details, before and after.

    

    @Brendan: BTW, Wyvern, I see you down at 70-75. I think for now I'll move on, but I reserve the right (as with anything I concede at this time) to come a-knockin' in the future.

    

    Genny/Djinni

    Player Blurb - Hammer

    The Scroids, having been naturally born and bred for Battle amongst themselves, until they were nearly on the verge of totally exterminating themselves; were only spared from their own blood-lust of Warring against one another, when they realized that by joining together the Forces of their various Tribes and Factions, that there were Battles to be fought in the Stars above against Unknown Enemies!

    

    All Scroids embraced the prospects of Death as a result of their long-history of Tribal Wars, because each Scroid believed that a Glorious Reward awaited every Scroid that Died in Battle!

    

    Their first foray into Charting the Star Systems surrounding their Planet Milchamah had immediately revealed the presence of such an Unknown Enemy!

    

    An Enemy that seemed to be much more Experienced in the ways of Star System Battles; whereas, the Scroids had None, but the Lure of the Glorious Rewards awaiting beyond Death was Reason Enough for the Scroids to Go to War against a Possible Superior Enemy!

    

    It was plain enough to the Scroids from reading the transmission from the Kroji Konfederacy, that the Kroji threats to withdraw from Star Systems at 55-76 and 57-77; plus conceding 47-80 and 61-79 to the Konfederacy were merely thinly-veiled declarations of War!

    

    Although the Scroids were Inexperienced in Star-System Warfare, the lure of the Glorious Rewards for Dying in Battle were reason enough to refuse to grant the demands of the Kroji Konfederacy!

    

    Hammer, Minister of War

    Player Blurb - Richard

    Castle Anthrax:

    Ruled over by Wise King Otto. He surveys his empire of ever morphing vague humanoids, and has not the faintest idea what’s going on.

    

    No, really, he has no idea. Otto is senile, and his orders to his troops will reflect this.

    He occasionally calls himself “The Trump”.

    

    R x

    Player Blurb - GrimFinger

    Image description

    The big moment finally arrived, and all players in Galaxy #223 of Galac-Tac have received the turn results for their respective empires. For the Yonds of Droon, the turn went well. It went very well, indeed!

    But it was not a turn entirely without mistakes, since one of my empire's starships was apparently assigned to try and fly further than its maximum range, and is now a sitting duck in deep space between the stars.

    I knew better than this, but I managed to screw it up, anyway.

    Then again, maybe it's bait.
    Perhaps its real objective was to catch the eyes of those other alien races looking on from afar. But if so, then why? What could I hope to accomplish with such a ruse, and particularly this early in the game?

    Surely, it cannot be expected that I have either the time or the inclination to go into great and exhausting detail about all of Emperor Droon's plans and schemes that are now starting to unfold in Galaxy #223. Thus, it shall fall to you - to each of you PBM Chaos readers out there - to fill in some of the missing details with your imaginations.

    For Turn #1, I made the conscious decision to not do any scouting with my empire's starships. Instead, I decided to focus more attention to charting stars than would have been possible, had I split my initial game-opening efforts between both charting and scouting. Sure, it's a command decision, no doubt about it, but somebody has to make the big calls in the galaxy, you know.

    The down side, of course, is that I now can't "see" anybody else's starships flitting about out there. Thus, my options for the coming turn, Turn #2, are less in some ways than they might could have been, had I chosen a different opening gambit for my empire, the absolutely fabulous Yonds of Droon.

    The upside, though, is that I learned more resources values (called Production Values, or PV for short) of more stars. Hopefully, this will gain me a small economic edge early on, but that can only actually translate from theory to reality, if I can now successfully follow up on my initial discoveries achieved via charting stars (an action akin to conducting a scan of the star systems in question). Now comes the hard part - deciding whether to colonize these newly-charted stars, or just send ships to load (you could also view it to be beaming up) resources, and then teleporting the resources harvested at these different scattered star locations back to my homeworld for processing (and that takes time and requires starships to do the physical transporting of these very same resources).

    Those alien species, the Kroji Cronies and the war-like Scroid warriors, appear to have bumped into one another, as both those empires sought to begin working their way towards space exploration and expansion. Can either be trusted, though? Already, they begin spouting their propaganda, but should any of it be believed? If you're new to space warfare games, then you really might want to brush up on the trustworthiness (or lack thereof) of starfaring alien species that you've never encountered before.

    The fact of the matter is that the Scroids have spent ages fighting amongst themselves, killing one another and getting nowhere fast, while the Kroji are galactic con artists with a well-deserved reputation for deceit and deception on an unsurpassed scale. The Yonds of Droon can ill-afford to drop our guard, particularly since both of these alien species are way too close for comfort.

    How does one even begin to prepare to fend off potential incursions from multiple alien interlopers? I really need to wrap my brain around this conundrum, lest the Yonds of Droon suffer from my inability - or lack of willingness- to do so. Excuses simply will not cut it, here in Galaxy #223.

    The Yonds of Droon managed to achieve 17 successful star charting missions, while enduring failure in 4 other star charting missions. So, we're not exactly batting a thousand percent, here in our opening round, but our number of successful charting missions appears to be better than average. All total, these successful star charting operations yielded a collective resource discovery of 111 PV, total.

    

    Some of these star locations are fairly resource-rich, while others leave a lot to be desired, resource-wise. They're scattered all over the place, though, which presents a rather formidable challenge, when it comes to trying to figure out how to actually harvest and transport so many resources from so many different star locations. With such an underwhelming starting fleet of freighters, I'm going to be forced to choose where to focus my empire's rather limited transport capabilities.

    

    With four of my empire's starships having encountered starships of the Wyvern Supremacy at different star locations, the hairs on the back of my neck begin to rise. Will the Wyverns back off? Do I need to call my starships back? Will war soon ensue? Or will an uneasy peace simply come about where our two empires sit in closest proximity to one another?

    

    Military war machines are funded by strong economies, not weak ones. With as many stars out there in this galaxy, are these four particular star locations that I don't even know the resource values for even worth fighting over? Perhaps a neutral zone can be established. Or maybe I've watched one too many episodes of Star Trek.

    

    Wyvern Supremacy. I don't think that Supremacy part of that empire's name was an accident. Supremacy over who? Supremacy over what? Supremacy when? Does one simply assume that such a provocative name for a space faring race imply peaceful coexistence?

    

    With my empire's homeworld location already known to five other alien species, how big of a margin of error do the Yonds of Droon realistically have? Definitely, some hard decisions lie ahead of me.

    

    Here is a star map depicting the four cease fires that my empire experienced on Turn #1 (those star locations are depicted as yellow squares).

    Image description

    My homeworld lies below them, and the homeworld of the Wyvern Supremacy, Achtara, is the yellow and red star above them. The other yellow and red stars scattered about the star map are the homeworlds of the other four empires in Galaxy #223.

    

    All those stars out there, yet multiple different times we somehow managed to bump into one another, and on Turn # 1 of all turns. You have no way of knowing, though, which stars that your fellow players intend to chart. And this inherent lack of coordination can - and will - lead to cease fires, where your respective charting missions at the same locations on the same turn will basically result in cancelling one another's missions. It's just the cost of trying to business among the stars, you might could say.

    

    Turn orders for Turn #2 for Galaxy #223 are due on Friday, September 26th, 2025.

    

    If the wrong decisions are made by any of us on Turn #2, those decisions could end up reverberating across Galaxy #223 for the entire game, coming back to haunt us time and time and time, again. So, I need to think things through, clearly.

    

    Ultimately, though, the other players get a say in the outcome of whatever I ultimately decide, each turn, every turn. If I want peace, the other player might want war, and vice versa. No matter how much that you know, which you learn from your turn results each and every turn, there will always be stuff that you don't know.

    

    The thing about information in a game of Galac-Tac is that it is always in a state of flux. The information environment in Galac-Tac is dynamic, fluid, and ever-changing. So, it behooves players of Galac-Tac to try and stay up-to-date on changing developments across the star map, to the degree and to the extent possible. Information deficiencies constitute vulnerabilities for your empire. An empire in the dark, information-wise, is weaker than the numbers on your turn results might otherwise seem to indicate. To know what the enemy is up to, and to know what the enemy's military strength is and where the resource-rich stars are requires information. The absence of critical information when needed is the equivalent of "flying blind."

    

    In war, you never want to fly blind! Why, again, did I not do any scouting on Turn #1?

    

    Live and learn, I reckon. No one is going to invade your homeworld on Turn #1 in Galac-Tac. Scouting or charting stars on Turn #1 was a calculated gamble on my part. Whether this gamble ultimately pays off or whether it ends up biting me squarely in the ass remains to be seen. It's certainly not an optimal situation to fly blind on Turn #1, but if you're ever going to fly blind in Galac-Tac, then doing it on Turn #1 likely confers some degree of relative safety that later turn in the game may not be as likely to confer. On Turn #1, all empires are just starting out. They're all equal, both militarily and economically. They also still have to "close the distance" between their empires and mine. Again, it was a gamble, but a calculated gamble.

    

    On the star map below, star locations 55-76 and 57-77 are depicted as purple squares. This is where the Kroji and the Scroids have encountered one another on Turn #1. That homeworld to the left of them is the Kroji Konfederacy homeworld of Taberna Suprema, and the one to the right of them is the Scroid homeworld of Milchamah.

    

    Star 47-80 is depicted as a blue square, and star 61-79 is depicted as a fuschia square. Star 45-83 is depicted as a yellow square, which the Kroji offered to "withdraw" from, if the Scroids are foolish enough to kowtow to the Kroji's con operation currently in progress, and yield to Kroji demands on the other star locations that have become immediate points of contention for both of these alien empires.

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    Are the Scroids weak? Have they grown soft? Can they stomach the thought of acquiescing to these Kroji demands?

    

    If not, then why would the Krojis attempt such a bold gambit against a warrior species right out of the starting gate? Wars are typically easier to start then they are to end, and from the player blurbs of these two empires' players, it sounds to me like a big cauldron of conflict has already been put on the galactic fire to boil.

    

    The real question, though, is who of the two of them is gonna be the one to most get burned? Can they strike a deal? Or are they destined for war? Anybody have any idea if diplomacy is in either of these species' vocabularies? Diplomacy necessarily brings politics with it, wherever it travels to.

    

    Most importantly, what will an interstellar war between alien species mean for the Yonds of Droon? Because if that war happens, between Kroji and Scroids, then that conflict will be waged right on my empire's doorstep.

    

    When the Kroji speak of "fireworks," what they actually mean is war. Diplomatic niceties in play, even on Turn #1, should never be mistaken for something other than that which they actually are. So, why not just come right out and be blunt about it? Nothing is more blunt than war, after all.

    

    And what do the Kroji mean by their resort to the term "staring contest?" The Kroji must take the Scroids for being downright gullible. The more likely outcome of a so-called "staring contest" of this nature is war, but at a time more convenient to the Kroji, after they have marshalled sufficient resources and military assets to attack at a time of their choosing.

    

    It is especially worth focusing upon the disparity that exists in what star location (singular) that the Kroji offered to withdraw from, compared to the star locations (multiple) that they insist upon gaining control of. The Scroids, a warrior race, are led by a player called Hammer. Yet, the Kroji's opening bid on the diplomacy front (ahem!) is a plain-as-day old fashioned one-sided deal.

    

    Half-hearted attempts at diplomatic "negotiations" directed to and at a very experienced PBM player in the form of Hammer aren't something that I generally recommend. Blood feuds for all eternity have started over less. Anybody out there want to wager on what the likely outcome of this bungled opening move by the Kroji Konfederacy is likely to be?

    

    Maybe Djinny's diplomatic skills have grown rusty, since the last time that she played Galac-Tac. When I play Hyborian War and toss down the equivalent of diplomatic gauntlets, they tend to be for the express purpose of placing hard choices before other players. From my perspective, though, I don't really tend to care one way or the other for whether the other fellow in Hyborian War chooses war or peace. In fact, if they oblige me by choosing war over peace, then I count that as a win, right off the bat, as far as the forthcoming game experience is likely to turn out to be for me. Waging war in games can be the apex of fun.

    

    Or maybe Djinny is simply not used to entering into "negotiations" with other players so early in a game of Galac-Tac. If that is the case, then she may already be outside of her "comfort zone." Can she think fast on her feet? Will she do a hard and abrupt reverse course, and capitulate to the Scroids, in order to avert a war that she neither really wants nor is sufficiently prepared for? Or will she stick her nose even harder to the diplomatic grindstone, and seek out allies in a bid to possibly off-set her forthcoming war losses with the warrior Scroids?

    

    It's been my experience in PBM gaming that warriors are called warriors for a reason - and more times than not, it's for a damned good reason. Back when I played the old PBM game, Galaxy: Alpha, players played one of four race types in that game, and one of them was the Warrior type (the other race types in that game were Builder, Thinker, and Death Globe).

    

    A recent remark in the Galac-Tac channel of the PlayByMail Discord chat server by GM Davin about player Djinny was, "She most enjoys the economic portion of the game." All the more reason to subject her to the military portion of the game as early as and as often as possible, an astute observer might reasonably conclude. If she most enjoys the economic portion of Galac-Tac, then that is likely both a true strength of hers, as well as a comfort zone all its own for her. Hopefully, she won't declare war on Davin for spilling the beans on her enjoyment of Galac-Tac's economic side.

    

    Loose lips sink ships, as the old saying goes.

    

    All is fair in love and war, and listening closely and paying attention is definitely always fair game in any wargame. Identifying a potential enemy's strengths and weaknesses is imperative over the course of any given wargame, where and when possible. And if you realize what a given enemy's comfort zones are, then it behooves you to "persuade" or "compel" them to fight outside of their comfort zones (those areas and situations where they are the most comfortable being in).

    

    I'm not sure if Hammer can be bribed with a Bundt cake, but something like that might actually have a greater chance of success than so-called "fireworks." Heck, I can't even remember the last time that I had a slice of a Bundt cake. Way back when, Bundt cakes seemed to be all the rage (in my family, anyway). Does anybody out there ever even bake them, anymore? If so, then write in and tell us all about it. If you've got freshly-baked Bundt cake and you're holding out on us, then there's no telling how many enemies you might end up with.

    

    The Yonds of Droon already have a set of turn orders submitted for Turn #2, but that's still several days away, and I'll likely conduct a review of them for possible changes, between now and then.

    

    If you're out there reading this, feel free to root for the Yonds of Droon. Be sure to write in with your own assessments and predictions. If you dare, that is.

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    The artistic inspiration of Basil Wolverton.

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

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    Movie Review
    Superman

    Charles Mosteller

    Up, up, and away!

    I decided to do a review of the new Superman movie, after I watched it on HBO Max over the weekend. Superman has a big red letter S on the chest of his costume, so I watched it on a Saturday. Mere coincidence?

    Watching television or movies is not a super power of mine. Indeed, trying to watch that old boob tube, at all, might very well have evolved into a kryptonite of my very own. In spite of that, though, bear with me, if you will, as I craft a brief review of this newest telling of a Superman story in cinematic form.

    Superman is played by actor David Corenswet. Is he a better Superman than his predecessor, Henry Cavill? Nope! Not by a long shot, in my book. What in the hell were these people thinking?
    By "these people," I mean director James Gunn.

    Was Corenswet horrible in the role of Superman? No, and he certainly wasn't the worst thing about this new Superman movie. What was the worst thing about this movie isn't exactly clear to me, as I write this movie review on the night before the date of publication for Issue #46 of PBM Chaos. There's a lot of competition in my view for the title of "Worst Thing About The New Superman Movie."

    

    Why anybody in Hollywood thought that what the world has been waiting for is a version of Superman that was mediocrity embodied in the super powers department is beyond me. Superman comes across as weak. How many times did he get his ass kicked, again? I lost count. Corenswet made a better Clark Kent than he did a Superman, but even there, he struck me as an ill-fit.

    

    For all that I've previously read about Green Lantern Guy Gardner, Mister Terrific, and Hawkgirl in this Superman movie, I can largely sum up this trio's representation on the screen as disappointing. Of the three, I would give the nod to Hawkgirl, for my own part, but her role was meager, all things considered, and even in her best scene in the whole movie, it didn't even remotely approach being on par with the most memorable scenes from other movies of the superhero genre.

    

    The plot (or perhaps I should say the many noodles of cinematic spaghetti on the plate) was the equivalent of paint splatter. I watched the entire movie (except for one very small portion where Superman "escaped" after being held by a scrawny-looking Metamorpho with a kryptonite hand). Yeah, you guessed it - I fell asleep. Metropolis became Big Snooze City for a few seconds there.

    Guy Gardner "looked" pretty good, but was the movie better for his presence in it? Not in my view.

    

    Mister Terrific was a more interesting character in this movie than Superman was, but that's not the same thing as being an interesting character, per se.

    

    The making of this movie felt rushed to me. There wasn't anything about it that I really latched onto. That dog sure didn't look like the Krypto that I grew up reading about as a young kid. Krypto did provide a small portion of comic relief, but not enough for my money's worth - and I paid zero dollars to watch this flopping fish of a movie!

    

    The portrayal of Lex Luthor was major suckage. Nicholas Hoult's portrayal of Superman's arch-adversary, Lex Luthor, may well have been the worst of multiple different sucky onscreen representations of that character down through the decades.

    

    What about Lois Lane in this movie. Meh.

    

    And Superman's earthly parents in this movie? Sigh.

    

    And The Daily Planet's Perry White? Pointless. Uneventful.

    

    What about Jimmy Olsen? An abomination. Where's the Jimmy Olsen that I grew up reading about? This Jimmy Olsen should have stayed with The Righteous Gemstones. Gideon Gemstone ain't no Jimmy Olsen.

    

    Overall casting? Horrible!

    

    Would I ever be likely to watch this Superman movie again? Not if I can help it. Oh, sure, if my son ever decided to watch it, and if he specifically asked me to watch it with him, I might, but there was absolutely nothing, whatsoever, in this Superman movie that I latched onto as an exciting thing to watch.

    

    It was more slop than spectacular. I'm willing to go as far as saying that this Superman movie was worse, in the sense of being even more boring than Ryan Reynolds' Green Lantern movie.

    

    The side plots were dull and boring, also. The special effects? Underwhelming.

    

    Rather than up, up, and away, this Superman movie was more dull, dull, go away for me. That big S on Superman's chest is now synonymous with stupid. Either that, or slop. Take your pick.

    Image link to PBM Patreon site.

    It's 6:28 AM on publication day as I begin to ponder what to say for this Until Next Issue article. I hope that this issue of PBM Chaos finds you in good health and positive spirits. I find myself, this morning, pondering whether are are on a journey to an actual PBM destination, or whether our purpose is to merely engage in continuous exploration of the same old PBM space. They are not one and the same thing.

    

    I need your help, but I don't expect to get it. After all, for many people, old habits are hard to change. We are a mere 9 days away from the launch of a PBM magazine in PDF format. Just scroll down, if you don't believe me. Right now, it is in really bare bones condition. I've got to find - or create - some meat to put on the bones of its first issue. Hopefully, it will prove to be the case that simultaneously publishing both PBM Chaos and a PBM magazine can be a viable undertaking.

    

    If not, then I can always dump one or the other. The thought of that may ruffle a few of your PBM feathers, but it's not as if a whole lot of people are out there attempting to duplicate the feat. Me? I want to find out for myself, first-hand, just how much of a challenge it will prove to be.

    

    If it pans out, great. If not, then we can at least say that it was tried.

    

    There are some of you out there who would no doubt say that you have enjoyed the PBM publications that PlayByMail.Net has published over the years. Know that I appreciate the sentiment of those who feel that way. But how successful have any of it, or even all of it, been in the overall grand scheme of things?

    

    And so, I head into that black hole of not knowing what exactly lies ahead, but I do so fully cognizant of our pursuit for more PBM players, both new faces and familiar faces from days of old.

    

    For Issue #44, there were three subscribers whose e-mail addresses experienced soft bounces. Particular problems were:

    1. smtp;421 Service not available, closing transmission channel.

    2. smtp; 552 Error: message exceeds fixed maximum message size 524288

    

    And for Issue #45,  so far at least, there have been no bounced e-mail addresses. Wow! Is that a first? Hey, I'll take the good luck wherever I can find it.

    

    If you will simply subscribe to the PBM Patreon page, it provides you an alternative way to learn when a new issue of PBM Chaos gets published. But people don't like to change their habits, so if that is the case, then you may end up languishing in the PBM Twilight Zone or in some other form of PBM limbo. For the most part, I am done trying to resolve such techno-problems on my end. In addition to posting on the PBM Patreon site when new issues of PBM Chaos publish, I also post word of it along with accompanying links to each new issue on several different Facebook pages.

    

    Some people don't like Facebook, or they just don't trust it, and I can both relate to that and have a sense of appreciation for it. Others may not want to subscribe to the PBM Patreon site and become a free member there. No problem at all. Perfectly understandable and perfectly acceptable. However, I can't personally tailor everything on my end to approximately 200 different people, individually. You're welcome to do things your way (by "you," I am referring to more than one of you), and likewise, I am equally welcome to do things my way. If it works out for both of us, that's wonderful. If it doesn't, then you're just gonna end up getting left behind. Hey, somebody's gotta pilot PBM Chaos and the PBM magazine, you know, and I really don't think that it's gonna be you, so that leaves me.

    

    As that one Star Trek movie taught us all (all of us who watched it, anyway), there are times when the PBM needs of the many outweigh the PBM wants of the few. Tying my own hands won't make PBM Chaos a better - or more reliable- PBM publication. Retaining flexibility - always - works much better than hamstringing myself and my ability to continually push things forward.

    

    For those who seek 100% comfort, I include an ejection button (an unsubscribe option) with each and every issue of PBM Chaos. If you want to be a part of things PBM-related that emanate from my end, then you've got to keep up. It's a marathon, not a sprint. If you need a rest from the hectic pace of it all - hey, I understand! There are times when I need a rest, also. It's not as if I've never taken a rest from PBM before, you know.

    

    PBM Zombies is what I'm gonna call it. The new PBM magazine, that is. It isn't intended as a replacement for PBM Chaos. That's simply not how I envision it. From your perspective, just toss it on the old bone pile of PBM experiments, with PBM Zombies being merely the latest in a long line of different PBM experiments.

    

    Even if PBM was really and truly dead (which it isn't), then I don't really see that as an insurmountable obstacle to PBM continuing to grow and prosper. If they think that we're dead, or if we think that we're dead, then why not just become undead? Zombies are everywhere, these days - and have been for many years, now.

    

    Many view PBM being dead as an inherent liability. Why not convert that liability into an asset? That's my thinking.

    

    I'm personally looking forward to Madhouse UK's forthcoming ZombieWorld, but ZombieWorld was not the inspiration for PBM Zombies. Rather, if what you're looking for is the "spark" that sort of connected various dots for me, then you need to revisit The Gauntlet of the Damned - an editorial that I originally penned a decade and a half ago.

    

    Pondering some kind of zombie-themed PBM magazine isn't something new for me. However, what was new to me on a fairly recent visit to the PBM forum located at playbymail.dev was the way that certain dots just seemed to begin connecting for me. It isn't about doing a zombied-themed PBM magazine for zombie sakes. Rather, it's about standing the whole idea that PBM gaming is dead on its head, basically mocking the very notion that PBM is dead.

    

    It didn't hurt any when slogans in support of such a concept started falling out of my mind. Why PBM Zombies? Because Play-By-Mail gaming refuses to die. Why PBM Zombies? Because PBM gamers still walk the Earth. Both are true statements. Plus, there is no rule of the cosmos which asserts that PBM can't be both dead and undead at the same time. Not that I'm aware of, anyway.

    

    So, if it's simply a matter of PBM gaming "seeming" or "appearing" to some (or to many) that PBM doesn't have a whole lot of life left in it, depending upon what one is comparing it to, I can certainly see where they're coming from. But it is plainly obvious, even on its face, that PBM gaming isn't totally dead, as in 100% dead. Perhaps PBM would be better off, if we stop thinking along the lines of a purely binary choice.

    

    Instead of us limiting ourselves to whether PBM is either alive or dead, one or the other, perhaps what we should have been doing all along is being a tad more open-minded on the subject. Now, we can look at PBM as being alive or dead or undead. Three choices instead of just two. Personally, I think that's the better deal.

    

    Furthermore, perhaps framing PBM gaming in the modern age that way will click better with gamers of the present era. Maybe the Zombies part of PBM Zombies will snag us a few more eyeballs, grab some attention where previously we may not have been able to. Me? I say it's worth a try. After all, what do we have to lose - and especially if many of us think that PBM is already dead, anyway?

    

    I need content for PBM Zombies. You know as well as I do that zombies are always hungry. PBM magazines devour content like there's no tomorrow. And I can speak from extensive first-hand experience, now, when I say to you that publishing a PBM magazine or newsletter or weekly PBM mailing has ways of making one feel like a zombie. Even though I'm sitting down as I type these words to you, a part of me is staggering around.

    

    Zombies are always wanting brains, and to create content for a PBM magazine requires some portion of brains. If there are enough of you PBM zombies left out there, maybe we can begin to grow the horde more. Whether you like the name of the new PBM magazine or not, perhaps you can at least see where I am coming from with my elaboration upon it.

    

    If the thought of this whole PBM Zombies notion scares you to death, then relax, my fair-weather PBM friend. Nobody is gonna show up at your doorstep, be it physical or digital, and make it required reading for you.

    

    If you're out there and you're living in your own little world, then honestly, you may well end up discovering that you'll either not find out when a new issue of PBM Zombies publishes, at all, or you'll find out about it late. If you want to run with the PBM horde, then you've gotta keep up. You've got to maintain the new pace. You've got to learn to adapt. Otherwise, you'll end up just aimlessly milling about, like you see a lot of zombies do in movies and on television shows.

    

    Either way, you're gonna end up a zombie. You've just got to decide what kind of a zombie that you want to be.

    

    See you next week, as soon as Issue #47 of PBM Chaos is ready to go! And a mere two days after that, a zombie outbreak is gonna occur.

    

    Charles Mosteller

    Editor of PBM Chaos

    Coming Soon - A New PBM Magazine!

    Image description

    If life gives you lemons, make lemonade. If the world thinks you're dead, then rise from the dead and walk the gaming world once more.

    

    Many are the supposed apocalypses that play by mail gaming has suffered in the decades since commercial PBM gaming was first founded. If PBM is truly dead, then why not capitalize on it?

    

    Now comes PBM Zombies!

    

    Right now, Issue #1 is little more than skin and bones. Regardless, it's coming on October 1st, 2025, whether anyone is ready for it or not.

    

    PBM Zombies will be published in PDF format. From the founder of the original Suspense & Decision magazine, PBM Unearthed, and PBM Chaos now comes PBM Zombies.

    

    Will the PBM Horde grow and be long-lived? Or will issues of PBM Zombies be stopped dead in their tracks? Who will you side with? The living or the dead?

    

    Look for more news about PBM Zombies in the next issue of PBM Chaos!

    

    If you wish to submit an article or something else for Issue #1 of PBM Zombies, then send it to me as soon as possible. The issue publishes a mere 9 days from now, and I have to receive them in sufficient time in order to ensure that they get included and formatted.

    

    Please consider volunteering for a PBM Personality Column. If you're curious, then write to me at the e-mail address below.

    Write to PBM Chaos at
    [email protected]

    The Tenth Day of Christmas continues

    Bowling Day 5 of the Jack Frost Holiday Bowling Extravaganza

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