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ISSUE 56

December 3rd, 2025

* This issue of PBM Chaos is publishing two days late!

CONTENTS

Coming In Next Issue

Editorial

Dutchman: Real tired of waiting

Another FR Regular Game
Hyborian War: Romeo and Juliet in the Hyborian Age

Return to the PBM Maze: Turn #16

Galaxy #223: Headed towards Turn #7 (Can somebody call me a tow truck?)

Galaxy #223 Player Blurbs

What artificial intelligence art generators am I mostly using of late for PBM Chaos?

Until Next Issue
You have entered
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PBM Territory!

Enjoy your visit with this issue of PBM Chaos!

COMING IN NEXT ISSUE

Not nearly as much as you would prefer!

.

Editorial
Issue #56 wondered if you were ever gonna show up!

It is Tuesday morning at 4:57 AM, as I begin to type words into this issue's editorial. I just finished copying and pasting Player Djinni's player blurb into this issue. So, as far as people getting things done and included into this issue, Djinni drew literary first blood.

If you're not a Rambo fan, then you probably won't "get" that reference.

Well, I finally managed to get some sleep, after sumo wrestling last issue and getting it out the door. You really can't imagine what a pain in the ass that technology turned out to be, when I was trying to get last issue into a state that I could publish it. Apparently, it turned into a "No Time Limit" match, professional-wrestling-style, and like Kirk did for Khan, it tasked me.

And then, after I was finally able to hit the publish button, after getting it to publish the full length of a very short Until Next Issue article (something that should never have been an issue, at all, and normally isn't), when I browsed back through the published version of Issue #55, several images that were included ended up being missing. These were near the end of the Return to the PBM Maze section, if my morning memory remembers correctly off-the-cuff of this current moment.

Between now and next Monday, I have a double dose of trouble waiting on me. Both PBM Chaos and PBM Zombies are scheduled to publish on the exact, same day - the first day of December 2025.

Plus, the food main event, Thanksgiving Day, falls between now and then. This may yet prove to be too much for even me to handle. I am hopeful that PBMer Richard Weatherhead will message me out of the blue, and offer to get it all done for me, to allow me to build my energy reserves back up.

But we all know what the chances of that are, huh?



I was just so damned tired, last night. It was as if that built-in quasi-Pez dispenser inside of me ran out of word candy. Man, I haven't thought about Pez dispensers and Pez candy in a really long time. See what a little bit of energy will do for you?



And speaking of Pez, you can go here to learn a little bit about the history of Pez.

Last issue turned out to be a real mess, as far as typos go. I never got the proofreading done, as once I finally managed to stop having to struggle with Sender to include the entirety of that issue's very short Until Next Issue article, I hit the launch button to be done with that issue. I didn't care to push my luck, and end up staring off the precipice of another potentially missed deadline.

So, I took one for the team (that's me and all of you, when I say team, in this particular instance). Damned if I did and damned if I didn't was how I saw it at that time. And having become depleted of energy, it just wasn't a fight that my PBM-loving heart was in.

But my eyes are paying the iron price for it, right now, as I read back over the published version of Issue #55. Weep for me, because I cannot weep for myself!



I'm just gonna have to transition more fully to proofreading articles as I write them, rather than waiting do do proofreading of articles en masse. A sizeable part of me finds that notion distasteful, however, so stand forewarned, friend and foe, alike!



And a full week later on another Tuesday morning at 11:17AM, I resume writing this issue's editorial. Not that I have anything else to say, of course, as some of you no doubt expected.



Late again. This one is due to me making the command decision to grant myself a reprieve, due to a combination of real world issues, the Thanksgiving Day holiday and weekend, and me simply wanting to recharge my drained energy reserves.



I won't go into the gory details of it all, here, but suffice it to say that I am now refocusing and working on getting this issue out the digital door into your PBM-loving hands, so that I might then begin tackling other tasks that demand my time and attention. My calendar is a little busier with backlogged stuff, at the moment, and so I must slay these dragons by hook or by crook.



A new PBM year is right around the corner. I make no promises on anything PBM-related, where the upcoming and rapidly approaching Christmas holiday is concerned. There should still be more than one issue of PBM Chaos before 2026.

Charles Mosteller
Editor of PBM Chaos
PBM image ad for Dutchman

Real tired of waiting.

Charles Mosteller

Dutchman is a PBM game that hasn't yet finished being programmed. It is a game that I very much look forward to, because this one has been baking in the old PBM oven for some time, now.



For all of the advances in programming since the early days of play by mail gaming first came on the scene, you would think that PBM would be an area ripe for development. So many missed opportunities!



Where is Dutchman currently at in its development cycle? I don't know. We need a new Dutchman update. Wouldn't you agree? It's been a while, since the last update about this game and its status came out, so my fading memory now finds itself grasping at distant straws in a futile bid to recall much of anything, at all.



Could it be that the game's designer and programmer has discovered the actual Dutchman Mine, and is now basking in opulent luxury, instead of picking away at the remaining bits of code left to program?



If only I could recall the Dutchman programmer's name. Was it Bert? Could it be Ernie? For some reason, my mind keeps on drifting back to Charlie's Angels, so perhaps his name is Bosley.



Why in the world I'm even thinking of Charlie's Angels, at all, here in the current PBM year, is anybody's guess. I'm willing to give you three guesses, though.



My favorite angel of the bunch? Sabrina Duncan played by actress Kate Jackson. What about you? Which of Charlie's many angels was your favorite?



What's that? I'm distracted and babbling? Where was I, again?



Dutchman. I'm assuming that players will get to dig for gold and maybe pan for gold. But are there any rivers out in that neck of the woods? Or will the terrain of the setting be more dusty, perhaps even desert?



Characters in Dutchman can probably die off from any of a number of different causes. They can probably get robbed, too. Can they get lost in caves searching for all of that gold?



There will probably not be any mine cart rides. This ain't no dad-burned amusement park, you know.



Characters will need a way to replenish supplies. You ever try to carry a bunch of gear on your back or by hand? Such stuff has a way of getting heavy, pretty fast. Which makes me wonder if characters in Dutchman will grow tired and need to rest. Me? I need more rest, right now. I should be pretty darned rested, though, seeing as how long that I've been waiting on Dutchman to arrive. Did you see what I did there?



This forthcoming Dutchman PBM game will take place in the 1800s. It will be, first and foremost, a true postal game. It will be a single character, computer moderated, tactical RPG style of game. You will create your character within certain startup parameters, but most character development will happen as you play. There will purposely not be fixed character classes that lock you into certain play styles. Lots of copying and pasting from the programmer's old posts about Dutchman, here, so be careful not to bump your head, as you read through this mess of an article.



Emailing your turn orders in will definitely be an option. 



The "Dutchman," the famous and elusive miner, has just died and word is quickly spreading around the world about his lost gold mine...vast riches hidden somewhere deep in the Superstition Mountains. Maps are appearing for sale (no two alike) and the chance is too good to pass up, for many. The characters in the game are stepping off a train with just a few belongings and dreams of hitting it big.



Possibly, it will even be playable by inmates in prisons via the mail. Dutchman will be based in the United States of America. By this, I mean where it will be run from. No word, yet, on whether it will be run from inside an actual cave.



The game likely won't have character classes, in the strict sense. Rather, the idea is that you will pick a "background" or occupation that your character comes from. There will be some starting conditions associated with this, but it will not lock you into particular skill trees, etc. Your character is free to grow in whatever direction you choose.



Ammunition micro-management will not be a thing in this game. However, different kinds of guns will use different kinds of ammunition, and this will impact when and how often you'll be reloading during a gunfight. Dutchman's combat system will feature individually managed shots per gun, jams, reloading, hit areas, critical hits, elemental damage types, spell casting, etc.

A lot of the game's core mechanics are already done.

The setting will be a very rugged area that no law enforcement agency wants to deal with. Thus, any "justice" will be of the "street" variety.

There will be hunting, foraging, and maybe robbing of banks will be allowed in Dutchman. Both the hunting and mining aspects of the game are already programmed.

Interested in a pair of boots that will protect you from rattlesnakes? You're in luck, then.

The armor system and the hazard system are finished. Did I mention that there will also be a gambling system? You'll be able to gamble for more than just money, for you gambling addicts out there.

Dutchman's programmer stated that what he was aiming for is to be internally testing the engine/game play by himself by end of the current year. This was said by him back on July 19th, 2025. December 2025 arrives this upcoming Monday. Just saying.



Look for characters to be able to perish from the natural environment or at the hands of a killer. The gold system will feature three options: bury it, carry it, or put it in the bank. And yes, you can spend the money that you have.

I am still waiting on that tin of beef stew that I thought that Dutchman's programmer was gonna send me. Maybe it was just a typo, though. I've not eaten any breakfast (and often times, I don't), but writing about Dutchman, this morning, has gotten my memory reaching back in time for that tin of beef stew than I never actually had the pleasure of dining on, previously.



As of November 22nd, 2025, Dutchman's programmer asserted, and I quote verbatim, "Still working hard, checking things off the list. I already feel the time pinch of the holidays starting, hopefully I'm able to keep up the pace." As of the time that I write this, that update was only a mere three days ago.



Word fodder for this article was dredged up from the dutchman channel of the old PBM Discord. The experience was a lot like panning for gold, not that I've ever actually panned for gold, before. I have, however, cooked using pans, previously, and that may well be similar. If you know for absolute certain, feel free to write in and tell us about it.



I hope that you enjoyed this article, but if you didn't, then I hope that your character in Dutchman gets lost looking for the mine.

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It is no secret to you consistent readers of PBM Chaos that Forgotten Realms recently became my favorite Play-By-Mail game.



However, of the 3 games hosted by Reality Simulations (in addition to Duel 2 and Hyborian Wars), Forgotten Realms takes the longest period of time for starting New Games.



I waited for 9 months before the start of the FR 259 Slow Game.



Turn 2 was due Tuesday, November 25, 2025, and the results should arrive sometime during the first week of December, mainly because my mail delivery seems to be slower than that of other players.



Meanwhile, it is now about another 9 months that I have been waiting for the start of my first Forgotten Realms Regular Game.



I thought that a Regular Game would fill quicker than a Slow Game, because that is how it is with most of the Hyborian War Games, but Forgotten Realms takes longer to fill with Players and get started than either Duel 2 or Hyborian War do.



Therefore, while patiently waiting for my Regular Forgotten Realms game to get started, I decided to phone Sandy at Reality Simulations on Monday, November 17, 2025 to request a new Forgotten Realms Regular Game set-up.



I received it on Tuesday, November 25, 2025 and was pleased to discover that I had been given Realm 40 with a Town and 2 Settlements.



The interesting thing about Forgotten Realms is that when you are sent a new Realm Set Up, you have no idea which Realm you will receive and what Starting Communities that you will begin playing.



You may receive one of the 5 following Community Combinations: Town and 2 Settlements; Town and Village; 3 Villages; 2 Villages and 2 Settlements; or 1 Village and 4 Settlements.

The Regular Game that I have been waiting on for 9 months was an initial disappointment, because I received a Realm with 1 Village and 4 Settlements.



My preference is a Town and a Village.



I began with a Town and a Village in my FR 259 Slow Game.



However, I think it would be interesting to begin a Forgotten Realms game with 3 Villages.



Each turn, you may only Muster or Conscript 1 Unit or 1 Item from a Settlement; 2 Units or 2 Items from a Village; or 3 Units or 3 Items from a Town. Of course, you may Muster or Conscript any combination of Units or Items in a Village or Town, as long as you have enough Gold in your Treasury.



Settlements have limited choices of Units and Items, Villages have Units and Items that are not available in Settlements, while Towns have Units and Items not available in either Villages or Settlements.



Towns also have all the Units and Items available to Muster or Conscript that are listed as available in Settlements and Villages.



Wednesday morning, I spent about 3 hours studying the Map that came with my R40 Set Up, deciding what Units to Muster and what Hexagons to Explore with my available Units.



I have filled out my First Turn Orders for R40, and plan to mail my Order Sheet back to RSI on Monday, December 1, 2025, after I make a copy of my Order Sheet, because the original set-up with First Turn orders must be snail mailed back to Reality Simulations.



Beginning with Turn 2, players are allowed to email their orders to Reality Simulations.



At least I have begun a pipeline of Regular Forgotten Realms games.



I am well pleased with my R40 order choices.



My FR 257 Slow Game began with a Town and 2 Settlements.



I took a different approach with my R40 Set Up than I did with my first Forgotten Realms Slow Game.



If it takes 9 months for this Regular Forgotten Realms game to get started, then it will be September 2026 before I get the results of my R40 Turn 1 Orders.



Nine months for a new Forgotten Realms game to begin is well worth the waiting time.

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PBM image ad for Hyborian War for Reality Simulations, Inc. (RSI)

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

Hyborian War

Romeo and Juliet in the Hyborian Age

Charles Mosteller

Any great play by mail game tends to engender true love. Yet left to their own designs, these very same PBM games would end up dead, as poisoned as poor Romeo, or stabbed to death, as was the case with his beloved Juliet.



Say what? What in the hell are you talking about, Charles, and what does any of that nonsense have to do with Hyborian War, for crying out loud?



Players of PBM games possess a dreadful tendency to want to "improve" them. Are you listening, Davin?



Me? I want to improve Galac-Tac. I'm not out to kill it. I'm not aiming to destroy it. But I would like to see it have more players. And I also think that it is a game that can offer a better playing experience, than it currently does. And GM Davin is certainly free to disagree, if he wishes to do so. If he is content with the current player numbers, then so be it.



But this article is about Hyborian War, more than it is about Galac-Tac. Thus, Galac-Tac will have to wait its turn. Besides, I've already spent more time thinking about Galac-Tac in recent months than I have Hyborian War.



Let Hyborian War players have their way, and Hyborian War would have died a miserable death long, long ago. They'd change this, and they'd change that, and pretty soon, it would be a lot different from the game that they love.



They would get rid of peace treaties. In fact, that would probably be the first thing to die about Hyborian War. And the big, bad wolf kingdoms of Hyborian War, those player kingdoms with powerful militaries, would run roughshod over the weaker kingdoms. Players would soon tire of this. What would the net gain be?



In fairness though, the current chosen form of implementation of the peace treaty concept has cost RSI a number of players down through the years. Eliminating peace treaties from Hyborian War completely would be nothing short of outright madness, in my considered opinion.



It's always interesting to watch companies tinker with things. How about that Bud Light fiasco? Or how about that Cracker Barrel disaster? In fairness, those weren't PBM companies nor PBM games.



With old Alamaze, back when Reality Simulations, Inc. ran it, I tried it. My interest in it only lasted a turn or two, before I abandoned ship on it. I just didn't feel as if the few measly pages that I received provided sufficient value for the turn fees charged. RSI didn't design Alamaze, though.



Fast forward decades later, and after a long while, I started taking a liking to Alamaze. I really liked certain things about the Demon Princes position, and after a bit of time, the decision was made to "improve" the Demon Princes. These "improvements" resulted in my interest in the Demon Princes collapsing. I don't even bother with Alamaze, anymore.

Oh, well, you can't please everybody.



And like any of you, I'm just one person. Just one player. The future of PBM gaming hinges on no one player.



I could just imagine if everything about Hyborian War were up for grabs, and subject to changes or elimination. What a clusterfuck that would quickly become!



Hyborian War isn't just my favorite PBM game, it is my favorite game of all time, of all game types and of all game genres. Is it perfect? Nope! Could it be improved? Oh, without a doubt.



That's my opinion, of course.



What's that old saying? Opinions are like assholes. We all have one and they all stink!



There's a lot of truth in that. But likewise, there's also a lot of truth in that old adage, there's always room for improvement. Competing truths. But whose version of the truth is the most relevant in any particular instance?



Another old saying is that the road to Hell is paved with good intentions. And good intentions could quickly deal a death of a thousand cuts to Hyborian War, as well as to any other PBM game out there on the market, right now.



And this without even getting into who has the time and the available manpower and the inclination to make programming changes to Hyborian War. When all is said and done, it's not a democracy. The decision-making authority lies with those in charge of RSI. Period!

And with all of the negative player comments levied at RSI over the years, why should RSI be inclined to "fix" Hyborian War? Players complain about anything and everything. RSI won't say it, of course, but I will - at times, players are full of shit. They don't always know what they're talking about. Many times over the years, they have proposed entirely unrealistic changes to Hyborian War.

Do you reckon that people at RSI ever complain about anything? Of course they do. They humans, after all, and all of us

human beings have a tendency to complain about something or other, as we go through life. Life throws all of us for a loop, at times. It challenges us. At times, it even makes us miserable. We suffer. We endure. We don't always get our way.

Welcome to life. Welcome to play by mail gaming. Welcome to reality.



Have you ever seen turn orders sent in by other players to RSI for processing? I have, on a few different occasions. You want to talk about chicken scratch? You want to talk about a wholesale lack of uniformity in the way that players fill out their turn orders? My God, what a dreadful situation RSI must find itself in, trying to sort through such messes! Something that chaotic definitely needs to appear in PBM Chaos, beyond a shadow of a doubt.



Our love for these PBM games intoxicates us. It makes us drunk with ideas for "improvements." Heck, we can't even all agree on what should or should not be improved.



Yet, people at RSI in the past haven't always been happy or content with the status quo of the game. Why do I say that? Because it's so. Because it's the truth.



Players don't like to listen, though, and

especially if you tell them something that they don't want to hear. They think that their ideas for improving Hyborian War are the best thing since sliced bread.



My unsolicited advice to the fine folks at RSI is to take player suggestions for improvements with a grain of salt. They might mean well, but that doesn't mean that they necessarily know what they're talking about.



Years ago, RSI was nice enough to run a special variant game of Hyborian War for me. It was something different from the usual Hyborian War fare, and it yielded some interesting results. 50 turns were run, before any player issued any turn orders to their kingdoms, at all.



This was an unheard of opportunity afforded to Hyborian War players by RSI. And what did numerous players begin doing almost immediately? Complaining, of course. Not all of them, just some of them.



People are going to complain, no matter what. Nobody forces anybody, at all, to sign up for any game of Hyborian War - be it a regular game, a slow game, an organized game, or even a special variant game.



RSI created a special character for that special variant game, at my request. That character ended up living for the entire game, if memory serves me correctly. No one succeeded in successfully assassinating it, as I recall. He was a very good character, a very powerful character, yet the kingdom that he was a character in the court of didn't win, nor did they come close to winning the game, if memory serves me correctly.



It was good to see RSI try something different, something new. One of the changes "broke the game," but RSI was able to fix it. It didn't take them months or years to fix. These manual changes to the game weren't changes to the programming, per se, though.



Many years back, I began trying to figure out what might be possible, but without RSI making changes to Hyborian War's underlying code. I can't make more time out of thin air for Lee and Sandy and others at RSI. None of us can do that.



But the time element, which is arguably the biggest challenge of all, simply because there's never enough time to get all of the things that you need to do done, much less to get all of what everyone else wants you to do done, is still but one consideration out of many.



Programming changes to Hyborian War's code carry with them a variety of risks. Risks can result in problems and harm. Risks that go wrong also cost time to fix, and time is money. And as we all continue to age, our allotment of time in this world gets smaller and smaller. At some point, we will all run out of time. So, let me take this time to thank the folks at RSI for putting up with us players. Thank you!

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* All Robin Hood Weregild and images copyright © Agema.

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Maze Runners

Rob

Life Force

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Maze Vision = 500

Spider Creature 2

Maze Runner 2 - Turn 16 Orders

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Maze Runner 2 - Turn 16 Results

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You arrive at your intended destination, at the end of a short passageway within the maze.

There is nothing here for you.


Your hunger for the taste of maze runner flesh and blood grows stronger. What you once wanted, you no longer do. What you once craved, you crave no more.

Pursue your new-found destiny as a spider-creature!

Steve

Life Force

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Maze Vision = 280

Gold Pieces = 121

Weapon = Spear = 1d6+2

Magic Items

Scroll of Teleportation

Maze Runner 3

Maze Runner 3 - Turn 16 Orders

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Maze Runner 3 - Turn 16 Results

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Your maze vision has increased!

You choose to not drink the bright green liquid from the clear glass bottle.



Whatever could it have been?



You continue on your journey through the maze.

PBM image ad for Galac-Tac for Talisman Games

Richard

Life Force

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Maze Vision = 280

Weapon = Battleaxe = 2d6

Maze Runner 4

Maze Runner 4 - Turn 16 Orders

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Maze Runner 4 - Turn 16 Results

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Your maze vision has increased!

You are still very weak, but your health has already begun to show some improvement.



You could try to rest, by issuing an order to REST. Just don't fall asleep in the maze!



Your journey through this terrible maze continues, as you muster the will to rise, anew, and proceed forth into its unknown passageways.



It is a long trek for you, made all the longer and more tiring by your current poor state of health.



Eventually you stumble into a very short passageway, arriving at a dead end. Before you is a veritable feast! It appears to have been freshly prepared. A clean table and a comfortable-looking chair await you.



But do you dare to dine?



Is it poisoned? Will it refresh you? Or does some other fate await you, if you choose to partake of it?



Choose to eat the meal or not. Also, issue movement orders to continue on your journey through the maze, in case you survive the meal, should you choose to partake of it.

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Galaxy #223

The ongoing Saga of Galaxy #223 in Galac-Tac

Headed towards Turn #7

Can somebody call me a tow truck?

Rather than talk about what I have going own for my empire of the Yonds of Droon headed into Turn #7 of Galaxy #223, I have decided, instead, to provide a correction of a previous error on my part, and then elaborate on towing in the context of games of Galac-Tac.

Read it at your own risk, of course, because you may not agree with anything or everything that I say. Feel free to write in and explain how you see and understand the use of the TOW command in Galac-Tac. I'll be glad to print it.

Correction of Error

Correction of Error Courtesy of Galac-Tac GM Davin Church

FYI - Commentary on the last issue: Towing platforms in Galac-Tac... 

Certainly you may tow platforms, just not large ones. The towing ship must be at least as large as the towed ship, so if you have a 30 SSD battleship then you can use it to tow a platform up to 30 SSD in size. Just don't try to tow a 20P/20;;/ with a 1P//30-20.

Ah, wonderful news! Wonderful for me, anyway.

And since two of the quintessential reasons for this particular game of Galac-Tac to form was for learning and inculcation purposes, those of you reading this article can benefit from it, as well.

For me, it means that portions of my prior strategy developed for Galaxy #223 can remain intact. But an additional benefit of me thinking, even in error, that I couldn't use starships to tow platforms, is that I then began looking past that potential problem, to adapt my strategy to a new reality. For me, I get to have my strategy cake and eat it, too, but forcing myself to adapt to what I felt was an error in my initial strategic thought revealed to me a different shortcoming in my initial planning - which was my failure to adequately compensate for the fact that when a new Production Center comes online, it won't have PI automatically generated from that star system location's PV resources, immediately waiting on you to spend.

On my next set of turn orders, I can build defensive platforms (one, anyway, based upon the particular platform that I am choosing to build there in the coming turn) without waiting until the following turn. And all because I had already sent some PI (money equivalent) to that very same star system the turn before in cargo holds.

In a separate comment that he posted in the galac-tac channel of the old PBM Discord chat server, GM Davin also said this:

Towing is seldom used, for anything. It's only real purpose is to get a heavily-damaged ship home so it can be repaired. Anything else (including towing stations) is more theoretical than practical, but Charles insisted on bringing it up (and complaining about it) in his newsletter this week.

If you swallow that particular piece of "advice" hook, line, and sinker, then that can end up being to your empire's detriment in Galac-Tac. How so?

Well, for one, what players in PBM war games choose to seldom do is not controlling upon you, as a player in a future game of Galac-Tac. You are free to make a different choice.

As a matter of strategic thought, there are options and possibilities available to players who are willing to think outside of the box.



That Davin complains about me complaining about something in my "newsletter" is neither here nor there. What other players have chosen to do in past - even distant - games of Galac-Tac does not mean that no one else cannot try something different in future games of Galac-Tac.



Indeed, I would argue that towing a damaged ship home, so that it can be repaired, is probably the least important purpose associated with towing in games of Galac-Tac. Now, if one chooses to not think outside of the box, then that's certainly their choice. It is not, however, my choice.



Not thinking outside the box in Galac-Tac can get your empire destroyed.



War is an exercise in the deployment of resources through any and all means available. Towing, thus, is a mechanism that can be utilized to deploy assets in the galaxy of stars that your empire is playing in. The very fact that stars are not all located the same distance between one another opens up possibilities for variations in one's strategic thought and strategic doctrines.



The core problem that inheres in utilizing towing to deploy military assets (including platforms, but not limited thereto) in games of Galac-Tac is what's known as a "distance-based or distance-impeded" consideration.



Some strategists and military planners subscribe to the school of thought that "he who gets there the fastest with the mostest" or "get their first with the most" increases your chances of prevailing in victory in the battles that ensue.



The thing is that in Galac-Tac, distance between stars is not a constant. Therefore, towing can definitely not be a viable or realistic option in some instances - notably, where long distances are concerned. The towing ship, after all, is only going to move half as far as it normally can, when towing something else, be it another ship or a platform.



That, however, doesn't speak to nor foreclose the use of towing for short distances. Davin may think that I don't know what I'm talking about, where towing in Galac-Tac is concerned. And he is certainly entitled to believe whatever he wants to believe. But I'll bet you that a player like Ajwan will read what I'm saying, and the wheels in her mind will begin to turn.



In Galaxy #223, the closest star system to my homeworld is but a mere distance of 3 away. Does anybody out there who understands what short distances between stars in Galac-Tac allow or facilitate honestly not grasp the possibilities that short distances for starships to tow open up to the player willing to have an open mind about such?



A starship with a maximum movement of 6 can tow another ship or platform of the same SSD size or less a distance of 3 in just one turn. Sure, look at the TOW order as only "to get damaged ships home for repair," and in-game, I will teach you otherwise. This is a great example of why players should always be willing to think for themselves in PBM wargames, and not allow themselves to fall prey to stale, erroneous, or archaic thinking.



In war, it is in your best interests to innovate, where and when possible. The rules of a PBM wargame are NOT the same thing as strategic thought. The rules aren't strategy. The rules aren't tactics. They are simply the rules. It's up to you, the player, to figure out how to work the rules to your advantage.



Player Ajwan in Galaxy #223 lost her homeworld in another game of Galac-Tac, recently. Who knows? Maybe after that, she might just be willing to listen and learn something new, even if it does come from an unlikely source, such as myself, one of her empire's enemies in that very same game of Galac-Tac.



Towing in Galac-Tac can be used to forward deploy platforms loaded with armaments, You just have to abide by the other rules pertaining to towing. Platforms are cheaper to build than are starships, when they are both equipped with the exact same amount of armaments. If you can build them in one place, and then tow them to another place, then that can equate to an advantage.



That you just can't always and in every case utilizing towing to gain military advantage does not mean that, therefore, you never can. If the TOW order works, and there's only a false error message when you try to issue it, then towing has more possibilities than even the current GM of Talisman Games may have envisioned.



Here, take a quick look at this "Map of Possibilities." Tell me what is obvious, but also, tell me what you can see. What's obvious is not always the exact, same thing as what all can be seen.

Image description

What you're looking at is a current map segment straight out of Galaxy #223. The three colorful and much larger stars are homeworld star systems that belong to, left to right, Player Ajwan's Saydonia, Player Djinny's Kroji Konfederation, and Player Hammer's Misraw.



Now take a look at which other star systems are near or far away from their homeworlds. When I look at the map, I don't just see a bunch of stars. I also see something called possibilities. How hard would it be to tow some defensive platforms to those star systems near to their respective homeworlds, in order to build up defenses faster, by way of utilizing the TOW order to forward deploy military assets to nearby stars?



Do you still think that towing only really has a use for towing damaged starships home to repair them? That doesn't even speak to the issue of "intentionally designing assets that are expendable," and thus, not really ever intended to be repaired, at all, much less towed to be repaired.



Now, if you're trying to tow a starship (or a platform, for that matter) halfway across the galaxy, then you're dealing with a "time-intensive task." Of course, if you've got the time, who's to say what all is or is not realistic? The idea is to wage war on your terms, rather than on your enemy's terms.



Fortunately, in Galac-Tac, you can simply bypass built-up secondary worlds, and go straight for the kill of an opposing player's homeworld. But you tell me, couldn't any star system benefit from having platforms aiding in their defense?


Do as you will. Think as you will. Or learn, if you're so inclined.

Of course, if everyone learns something that they didn't previously know, then games of Galac-Tac will become more competitive than they already are. And then, you have to look for and figure out new ways to gain advantages over your empire's adversaries. Some PBM wargames have been running for decades on end, and their players still look for ways to gain advantages over their enemies.



Rest assured, I will be testing the TOW order in Galac-Tac in the coming turns. I will then see, first-hand, what you can and cannot do with it. Naturally, I will report back about my findings. After all, some people like this "newsletter," and read it within minutes of each new issue of it publishing, complaints and all.

Galaxy #223 Player Blurbs

Player Blurb - Ajwan

No player blurb received.

Player Blurb - Brendan

No player blurb received.

Player Blurb - Djinny

Somehow I have arrived at Monday night, and I haven't had anything to say publicly since Turn 6 arrived on schedule Saturday morning. RL hasn't let up - it's holiday season at a grocery store, and it's getting more chaotic by the minute - and I lost track of the fact that it was Monday today. But I owe you guys some acknowledgement of my existence, so here goes:



Well, "that's a bit more like it", as the saying goes. My percentile has crept up a bit, which is better than the alternative. I've got some PV coming in and more on the way, which is satisfying. There were somewhat less encounters with hostile forces, although there were certainly enough to keep things "interesting." I happily see new colonies emerging on my map, and I've gotten encouraging scouting reports that may lead to future opportunities. I've successfully defended some of them from incursions. I have some wounded ships arriving at home to be repaired, and have plans for them next turn, after they are released from dry dock. I'd say, all in all, I'm back on track, and have regained my balance somewhat from being knocked silly by aggressive neighbors. Last turn, I still managed to omit a couple of important orders I had written down. I really do need to get Davin to finish coding that "read my notes" feature in GTac.


A few thoughts:



Regarding "star clusters," I'm sure we all understand that the galaxy generation is truly random, with the exception that the system will generate a random map and them attempt to place the home worlds, until one meets minimum criteria for distance between those worlds. If you

found yourself in a "desert" or in a "star cluster" rich with close-by places to visit, blame it on the roll of the dice. I once played Yahtzee in math class in high school, with the object of recording all the dice rolls to see how they lined up with expected probabilities. My partner and I totally foiled the teacher's intended point by rolling 5 "yahtzees" in a row. (For those unfamiliar, that's

the same number coming up on 5 dice, in one roll.) So, probability be darned, you get what comes up on the dice. As in most games, luck is a factor, but after a while, skill takes over. Combat still involves some randomness. You have a "percent chance of hitting," for instance, but that percentage goes up with good use of design, tech level, etc.


My original threat of "fireworks" involved one particular star, and one particular empire. I was not declaring war, merely planting a flag. But then, everybody else is out planting flags, and sometimes we do butt heads over a choice location without actually intending death and destruction to the other empire, in general. So, now, everybody's kinda at war with everybody else, and such is the nature of competition. I was expecting a quieter start to the game, with all

of us working at building a support structure BEFORE we started attacking each other, but "Que Sera, Sera" (as we sang for the seniors in our ukulele program last week).


I haven't sent any diplomatic in-game messages simply because I haven't had time to come up with something appropriately clever and in-character and worth saying. The admonition that "If you can't say something nice, don't say anything" hardly applies in war, but it's just decoration in this game. Nobody else can see it but the addressee, and so it adds nothing to the entertainment value for Game 223. It's more fun to saber-rattle in the public forum. And I have TRIED to carry out the persona of a retail store-based empire, truly I have. My ship names, though boring, are relevant in the RL life I live, and I thought it would be fun to act like a big retail empire. Think of the Ferengi in Star Trek for whom profit is life! What's a Kroji, you may ask? Anyone with a Kroger presence in their city will see ads with cute little big-eared, smiling characters promoting all the finer products and services we offer. THOSE, dear Reader, are Krojis. 


Speaking of ship names... if everyone claims an equal number of stars and has a pair of shuttles running back and forth from them, that's roughly 64 ships. I am not about to come up with clever and unique names for each of them. When I have flagships and big, powerful vessels to carry out my plans of overwhelming conquest (sorry, Ajwan, we shall meet on that day!), I'll consider naming them something appropriate. For now, if you blow up something I built, just prepare to be unimpressed with my creativity. I'm spending all the mental effort I can spare on just getting stuff figured out and typed in before the deadline. Last week, I even spelled Galac-Tac wrong. So far, "Check for errors" on the existing roughly 30 orders is only complaining about a few things I have chosen to do deliberately, and am well aware of. Again, Davin is dragging his feet on the mind-reading functionality. I have complained to management to no avail.


Happy Thanksgiving, to those who celebrate. I am thankful for the opportunity to play, and to meet interesting new people along the way.



Djinni

Player Blurb - Hammer

Time once again to write a GT Blurb and I find myself still stuck on 11 orders.



Seems like I work better under pressure, when it concerns filling out my GTac orders.



I seem to get to a place where I am not that interested in playing Galac-Tac, but a day or two before the deadline, it seems as though my interest in the game gets some type of resurrection.



Reminds me of when I used to work for two different newspapers.



I would have Sports Pages to fill with Wire Service copy, write copy and layout the pages.

I seemed to work better under Newspaper Deadline Pressure.



It was addictive!



Seems like that is how I am approaching finishing my orders for Galac-Tac. We shall see how many orders I actually submitted when you read Issue 57 of PBM Chaos.



Hammer, Minister of War

Player Blurb - Richard

No player blurb received.

Player Blurb - GrimFinger

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This is going to be a short one from me, this issue. Not every player blurb can be akin to War and Peace in length, you know.



Currently, my turn orders for Turn #7 of Galaxy #223 stand at only 10 lines of orders. Yeah, I'm way behind!



But between now and the turn due date of this upcoming Friday night, I aim to have my turn orders more fully fleshed out.



I'm building more forces and deploying more forces, both near and far. Nothing new there, huh?



After writing the Galaxy #223 article, above, and including it in this issue of PBM Chaos, my job now becomes harder. How do I offset whatever advantage that this most recent article has now

conveyed unto my enemies in this very same game of Galac-Tac?



Of the 10 orders that I've issued, thus far, as of the time that I write this, they fall into the following categories of order types:

Build

Classify

Load

Shuttle

To

Unload



Thus, I haven't issued any kind of combat orders, yet. I will, in due time, but I haven't gotten around to it, just yet. Real life issues and an extended Thanksgiving Day holiday have gotten in the way. But for sure, the Yonds of Droon are still out there in space, and you haven't heard the last from them, yet.



It's good to have more PI to spend, this turn, than I've enjoyed, previously. There's still not nearly enough PV being harvested from other star systems, which can be converted into spendable PI at production centers. That takes time and effort and resources to make it a reality, though. And at a rate of one turn processed for Galaxy #223 every two week, it can take a while, yet.



If turns process faster, then your empire can grow faster. It can also die faster. It's all in how you look at it, and must take into account your personal preference for what you consider to be "the right amount of time" between turns. No one size fits all.



I'm not playing in Galaxy #223 to win the game, per se. So, it doesn't really matter if the game becomes harder on my empire. Becoming harder will just be likely to make me think even harder, in order to learn what is possible and what is likely to result in failure or success.



As I continue to create new ships and platforms to build via the CLASSIFY order, I will soon run into the sheer maximum number of ship and platform designs that empires in Galac-Tac are allowed to have at their disposal at any given time. But I can always use the DECLASSIFY order to get rid of some, so it's all good, as far as I'm concerned, right now.



One thing to keep in mind about the whole "To tow or not to tow?" Hamlet-esque consideration is that in order for my enemies to forward deploy platforms from their homeworld star systems via the towing option, they can't tow platforms in the coming turn that aren't built, already. Again, it's good to plan ahead, when and where you can, even though the situation in-game can be fluid and subject to change, from turn to turn to turn.



The alternative is to not think ahead, and I don't think that's a better route forward than thinking ahead. You can't always control the outcome and the results, whether you've thought and planned ahead or not.



How to "outthink the enemy" is always a relevant subject for study. Only 6 turns into this game of Galac-Tac, all of our empires still suffer from under-developed economies. We're all limited in both what we can build, as well as how much of it that we can build. And for the most part, we all still suffer from where we can build it, as well.



Small, fledgling empires, in spite of how we might choose to look at our own empire, and in spite of all propaganda to the contrary. Nobody in this game of Galac-Tac is likely spending thousands of PI in the upcoming turn. While we all have the appetite to spend that much PI, each and every turn, our empires haven't risen to that level of economic greatness, yet. A slice of humble pie, anyone?



And as our battles and our wars begin to consume more and more of our empires' available resources in the coming turns, that will only detract form our ability to maximize our respective empires' economic growth. It's a Catch-22, of sorts, but it does yield some interesting situations that can develop.



One of my functions, as I see it, is to rain upon the parades of other empires in the game. That's a fun part of the game, for me. Granted, it may not be nearly as much fun for those other empires, but such is life among the far-flung stars of Galaxy #223.



One of the challenges that Galac-Tac poses for players is forcing them to strike the right balance of their empire's growth, both economically and militarily, each and every turn of the game. This makes the game more interesting. For me it does, anyway.



I have classes of starships and platforms already designed that I can't wait to build and introduce into the actual game play of Galaxy #223. Defense Orbs, Energy Fields, Star Guardians - these and many others await the rising of their respective suns, as time and PI availability allow. Some may never see the light of day, and may ultimately prove to be too expensive or take way too long to bring online, in order to get into action.



Ultimately, my empire, the Yonds of Droon, may prove to be short-lived. Or it may yet surprise both you and I. What I can actually see and reasonably predict is limited, just as it is for all players in games of Galac-Tac.



Be sure to stick it out, and read my player blurbs and articles about Galac-Tac that will appear in future issues of PBM Chaos. You might yet learn something about the game that you didn't already know.



I'm no expert on Galac-Tac. I'm just a guy playing the game and learning as I go along.



What constitutes the "established orthodoxy" of what all is possible and what's not possible for Galac-Tac, currently? Has the full potential of Galac-Tac already been explored and exhausted? Just because others, even everyone else, may choose to not look beyond the "immediate horizon" of what other players have previously chosen to do, in their games of Galac-Tac, does that mean that players shouldn't ever choose to challenge the "established way" of doing things?



I think, as I long have, that Galac-Tac remains a PBM game that can still be fun to play. I also think that it's one of those PBM wargames that can - and many times will - reward creative thinking and a willingness to challenge the established status quo.



It's good to see Djinni and Hammer weigh in with player blurbs of their own, this issue. It's a shame that their empires are gonna have to die at some point in this game.



I always enjoy reading Djinni's advice and elaboration upon the rules and mechanics of Galac-Tac. Even still, her wretched empire of interstellar con men and fireworks "salesmen" will still need to eventually snuffed out.



And I like reading Hammer's player blurbs, also. I like seeing his interest in galaxy #223 getting renewed, as turn order deadlines approach. If he really works better under pressure, I could easily increase the pressure on his Scroid, in-game. All that he has to do is ask.



Hammer recently posted the following in the galac-tac channel of the new Play by Mail Discord chat server, "Your Galaxy 223 Articles and Droon Blurbs have probably kept Misraw more engaged in playing this Game than the Galaxy 223 Game itself." Well, I'm glad that somebody read my articles and player blurbs for Galaxy #223. Even still, I might need to start pondering culling the Scroid herd, because Hammer's empire is in that coveted 100th Percentile, where the game's Empire Valuation scoring is concerned.



My empire will soon be in last place, it seems, if it hasn't fallen there, already. The Yonds of Droon won't go down without a fight, though. And speaking of fights, Turn #7 is header our way in Galaxy #223. Those sleeping Wyverns had better wake the hell up!



I haven't forgotten about them, at all. Players Djinni and Ajwan might get jealous, though, if I attack them less, in order for me to free up more military assets to attack Brendan's Wyvern Supremacy with. You know how Galactic Grannies can be.

Games of Galac-Tac Currently Filling
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The artistic inspiration of Basil Wolverton.

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

What artificial intelligence art generators am I mostly using of late for PBM Chaos?

Charles Mosteller

It varies from issue to issue, but recent issues have largely displayed art generated by the following AI:



ChatGPT

Sora

Microsoft Copilot

Google Gemini



It's trial and error, the same as always. None of them are perfect, nor anything even remotely resembling perfect. Limits on how many attempts that I get to try and get these AI to create something that I consider useful, or better yet, actually really like, tend to play havoc. They're not operating on a PBM Chaos publication schedule, after all. Sometimes, they get stingy with the art that they're willing to accommodate me with.



If I were to compare these (and all other AI art generators that I've encountered, so far) to breeds of dogs, they're all mutts. On the NightCafe AI art generator site, I currently have 3,418 credits in my account (all of which were free credits). Yet, to me, that site is largely useless for my PBM Chaos purposes. I am not a fan for my PBM Chaos purposes of the art that it tends to generate. The only reason that I bother with that site, at all, anymore, is to keep obtaining free credits, in the hope that it will someday become a more useful useful site to me. I'd give all of these credits away, if I could. Want any?



How many different pieces of art do I tend to create for any given issue of PBM Chaos, these days? Dozens, at a bare minimum. Sometimes, many dozens. I try to begin experimenting with the AI art generators early in the week, because waiting until the proverbial last minute tends to result in the AI art generators leaving me hanging.



The fastest of the four AI art generators above? Google Gemini, by far. It doesn't always generate the best art, though. Understand, if you will and if you can, I limit myself to free accounts, when using all of them.



All of them are problematic, in that they tend to be very inconsistent, at best, in following even the exact, same set of instructions, time and time again. It can be tiring, frustrating, or even a complete waste of time, at times, but I try to compensate for AI incompetence by way of sheer number of art generation attempts.



Sometimes, they all seem fairly brilliant, and other times, they are buffoons. Yet, all of them are better at generating art than I could ever create on my own. And since there's typically no human artists contributing to the PBM cause of PBM Chaos, I try to adapt and improvise. No budget allocated to PBM Chaos means no hiring of human artists. So, in a nutshell, you readers get what you get, and I get what these AI art generators provide, for better or for worse.



This issue is late, so I decided to toss in this "bonus article" about AI art generators as a bone to you, dear PBM Chaos' readers. Gnaw on it. Just don't gnaw on me!

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I'm lagging in the race to get issues out on time. It's no consolation to our readers, of course, but I am still churning issues of PBM Chaos out. I need to borrow some energy, people!

The title of this article is always Until Next Issue. If only I actually ever knew what to include in the Coming In Next Issue section. It's all that I can do to think, lately, and several of you reading this might even take issue with any claim on my part to me being able to think. I won't hold it against you, though.



Late though this issue may be, I actually and surprisingly feel pretty good, at the moment. I currently seem to be enjoying a reprieve, however brief, from the insanity that real life has thrown at me, of late.



Issue #3 of PBM Zombies is late, also. Yeah, I'm well aware of it. I'm about to kill it off, though, so soon enough, we won't have to worry about it, at all. I still like that PBM magazine, but there have been other PBM magazines in the past that have had equally brief publication life spans.

Sayonara, baby!



Easy come, easy go. PBMers want stability, and all that I seem to have to offer them is chaos. To anyone out there reading this, feel free to begin publishing your own PBM publication(s), anytime at all. It might actually be pretty nice to just sit and read other PBM magazines, for a change.



The third issue of PBM Zombies should magically appear later this week. No promises, just my current assessment of that situation. Literally, very few PBMers take time or make time to contribute a mere 2 or 3 sentences in a month's time, and I had high hopes (unrealistic though they proved to be) that people could - and would - muster such a bare modicum of a contribution to help make PBM Zombies fly. Somebody has to be the bearer of bad news, though.



It might as well be me.



I don't really march to anyone else's drummer, where my PBM activities are concerned. If I did, I would have quit publishing any of this PBM stuff long, long ago. I still count myself a mere placeholder in the grand scheme of PBM things.

It would be nice if I had a simple recipe to follow, but even if such a non-existent thing existed, I'd still likely complicate it with my natural inclination to experiment. Experimenting is how we got PBM Chaos, after all.



Well, all of the remaining players of Return to the PBM Maze got their turn orders in on time. If I failed to send any of you confirmation for receipt of your turn orders and notify you that your turn results had been processed, my apologies. Maze Runner #2's e-mail inbox didn't seem inclined to accept a notification of such that I sent to him, several days back.



This message was created automatically by mail delivery software. A message that you sent could not be delivered to one or more of its recipients. This is a permanent error.



If you haven't visited the Atlantis New Origins Discord chat server before (or recently), click here to visit it, right now.



If you've joined any PBM games, recently, I would love to hear about it. Write in and tell me all about it, if you're so inclined.



It's now 22 days until Christmas. Not all of you celebrate it, nor do you have to. Maybe celebrate is the wrong word, since buying (or creating) and giving presents may not be your idea of a celebration, at all. I'm not gonna say for absolute certain that I won't publish an issue of PBM Chaos during that holiday time frame, but I also am not gonna declare that I will, here at the present moment. I'm just gonna play it by ear.



As I type this, I am also partaking of a slice of chocolate creme pie. The sacrifices that I make for you, PBM Chaos readers!



I need to send out some Christmas cards. If you think that I'm not any good at publishing issues of PBM Chaos on time, then you should hold your breath waiting on me to get Christmas cards done, sometime. I do better at it some years than others, but honestly, I have never been good at it, at all.



I once sent out some "do it yourself" Christmas cards, which was basically blank thick paper, the kind that was sturdy enough to fold and serve as a greeting card. Needless to say, that didn't go over particularly well. I only sent them to just a handful of people, though, so the backlash was manageable. Maybe the humor in it was lost on them. It's not like they were on the Nice List, anyway.



Well, my slice of pie is gone, now. I'm not sure what happened to it. Here one minute, and gone the next. Go figure!



It's not a PBM game, but I enjoy playing Hexanaut, now and again. There's several different variants of it. I get killed a lot. No applause, please!



I'm hoping that my hands will thaw out, one of these days. It's not super cold, here, but I'm still cold. How is the weather there where you are, wherever you might be?



PBMer Hammer, as always, came through for me, again, this issue. It's a real blessing to have him aboard for the ride. He's been contributing articles and player blurbs many issues, now. If he loses that war between his Scroids of Misraw and Djinni's Kroji Konfederation, then he'll likely have to start washing her dishes, instead of poor old Davin. You'd better get your Misraw act together, Hammer!



An indie author by the name of Matt Linton would appreciate any consideration that you could see fit to give to a book that he wrote titled Rivo: Blade of the Shooting Star. The Kindle version can currently be had for just 99 cents.



I'm gonna go ahead and try to do a little proofreading, now, and call it a day with this issue of PBM Chaos. Until next issue, happy reading, happy gaming, and Merry Christmas!

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 And like a shooting star, when the sun rose again and the darkness lifted, he was gone."

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