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In the late 1990s, computer and Internet games marginalized play-by-mail conducted by actual postal mail, but the postal hobby still exists with an estimated 2000-3000 adherents worldwide.
Postal gamingPostal gaming developed as a way for geographically separated gamers to compete with each other. It was especially useful for those living in isolated areas and those whose tastes in games was uncommon. In the case of a two player game such as chess, players would simply send their moves to each other alternately. In the case of a multi-player game such as Diplomacy, a central game master would run the game, receiving the moves and publishing adjudications. Such adjudications were often published in postal game zines, some of which contained far more than just games.
Game themes are heavily varied, ranging from simulations of running a street gang in It's a Crime, to playing a monster exploring a tropical island populated by strange plants and animals in Monster Island. While some games are based on actual events or historical periods, many take place in alternate worlds of pure fiction. Some PBM games developed into very richly defined worlds with massive amounts of background information that many players would only ever scrape the surface of. Tribes of Crane was probably the first of these, but the Dune-like power-plays of Where Lies The Power and the realistic medieaval political world of Delenda Est Carthago took this depth to even greater levels. Delenda Est Carthago (designed and run by Judith Proctor) was as much a work of interactive fiction as a game. It was hugely labour intensive to run and moderate. Where Lies the Power was also popular, covering all the classic space-opera themes. Saturnalia set the industry standard for consistency and scale, providing an interactive fantasy world for thousands of players at its peak. Saturnalia has run continuously from 1984, although since 2001 it has been restricted to a single games master. Inevitably, the onset of the computer-moderated PBM game (primarily the Legends game system) meant that the human moderated games were pushed into the "non-profit making sector" of the industry. "To make a small fortune in Play by Mail, start with a large fortune..." --Judith Proctor, GM, Delenda est Carthago. MechanicsThe mechanics of play-by-mail games require that players think and plan carefully before making moves. Because planned actions can typically only be submitted at a fixed maximum frequency (e.g., once every few days or every few weeks), the number of discrete actions is limited compared to real-time games. As a result, players are provided with a variety of resources to assist in turn planning, including game aids, maps, and results from previous turns. Using this material, planning a single turn may take a number of hours. Actual move/turn submission is traditionally carried out by filling in a turn card. This card has formatted entry areas where players enter their planned actions (using some form of encoding) for the upcoming turn. Players are limited to some finite number of actions, and in some cases must split their resources between these actions (so that additional actions make each less effective). The way the card is filled in often implies an ordering between each command, so that they are processed in-order, one after another. Once completed, the card is then mailed (or, in more modern times, e-mailed) to the game master, where it is either processed, or held until the next turn processing window begins. By collecting turn cards from a number of players and processing them all at the same time, games can provide simultaneous actions for all players. However, for this same reason, co-ordination between players can be difficult to achieve. For example, player A might attempt to move to player B's current location to do something with (or to) player B, while player B might simultaneously attempt to move to player A's current location. As such, the output/results of the turn can differ significantly from the submitted plan. Whatever the results, they are mailed back to the player to be studied and used as the basis for the next turn (often along with a new blank turn card). While billing is sometimes done using a flat per-game rate (when the length of the game is known and finite), games more typically use a per-turn cost schedule. In such cases, each turn submitted depletes a pool of credit which must periodically be replenished in order to keep playing. Some games have multiple fee schedules, where players can pay more to perform advanced actions, or to take a greater number of actions in a turn. Internet play-by-mailWith the rise of the Internet, postal gaming and postal games zines have largely been replaced by e-mail and websites. Play by mail games differ from popular online multiplayer games in that, for most computerized multiplayer games, the players have to be online at the same time. With a play by mail game, the players can play whenever they choose, since responses need not be immediate; such games are sometimes called turn-based strategy games. Some computer games can be played in a play by mail mode: one makes one's "move", mails a file to the opponent who uses it to make his or her "move" in response, and he or she then mails something back. The first commercial play-by-email games offered by major online services were:
Several non-commercial email games played on the Internet and BITNET predate these. See also
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