| The ongoing Saga of Galaxy #223 in Galac-Tac |
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Can somebody call me a tow truck? |
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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. |
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Correction of Error Courtesy of Galac-Tac GM Davin Church |
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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. |
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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: |
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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. |
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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. |
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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. |
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Galaxy #223 Player Blurbs |
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No player blurb received. |
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No player blurb received. |
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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 |
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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 |
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No player blurb received. |
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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. |
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Games of Galac-Tac Currently Filling |
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The artistic inspiration of Basil Wolverton. |
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* All Galac-Tac content and images copyright © Talisman Games. |
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What artificial intelligence art generators am I mostly using of late for PBM Chaos? |
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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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Greetings, Earth creatures! |
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Pulp-Drenched Cities of Cha'alt |
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Psssttt! Click the image above. |
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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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"Rivo was like a shooting star; when it seemed the sun had set on the Kingdom and darkness came, he shone brightly. And like a shooting star, when the sun rose again and the darkness lifted, he was gone."
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