PBEM No Mad Dogs

From: IAN NOTTER <glorantha-board_at_rpglist.org>
Date: Mon, 17 Nov 2003 09:58:20 +0000


If you wish to run an email game, Cyberboard is defiantly the way to go.   This simple package, which is specifically designed to allow boardgames to be played by email, allows you to keep an electronic copy of the game map and positions of the counters. This information can be emailed to all the players. It is even possible to send a file which just records the changes made by a player during there move.

As Cyberboard is available free of charge, from the following site. http://cyberboard.brainiac.com/index.html

A couple of gamesets for Dragon Pass can be found here. http://pbem.brainiac.com/oprojects.htm

As yet I have not found a gameset for Nomad Gods, but it should be possible to create one using the tools found in the cyberboard package.

Ian

Wulf Corbett wrote:
> On Sun, 16 Nov 2003 15:46:41 +0100, "Goihl & Fahey"
> <goihlk_at_zedat.fu-berlin.de> wrote:
>
>

>>>I'm still wondering exactly how this is to be adjudicated.
>>
>>Me too...
>>
>>
>>>Never having tried PBEM boardgaming (I've tried RPG
>>>and games like Diplomacy), how is the board kept?
>>
>>I keep mine on a thin board so that I can easily put it away on top of a row of books on a shelf. I have all the pieces on it. I put notes on post-its on the game board and use other markers.

>
>
> Ah... there's just no physical way I can keep a board constantly laid
> out.
>
>
>>>Is there an online board?
>>
>>There is such a thing but I've never used it. With that you wouldn't need a ref, so it would be very useful.

>
>
> There's Cyberboard, but I've never tried it, or even looked at it.
>
>
>>With my games players email their intended moves and I shove everyone's pieces around the board accordingly and send back the results. For some time we maintained a rate of two weeks for each turn, but it got slower over time. I've got ideas about how to run it better, but we'll see.

>
>
> But clearly they have to keep their own boards too. I'd have to drop
> out at that, no space here.
>
> Wulf
>
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