Play-by-mail game

1960

Diplomacy is an example of this type in which a central game master managed the game, receiving moves and publishing adjudications. According to Shannon Appelcline, "there was a little bit of PBM going on" in the 1960s, but not much.

1963

Diplomacy has been played by mail since 1963, introducing a multi-player aspect to PBM games.

Additionally, Diplomacy was first played by mail in 1963. In the early 1970s, in the United States, Rick Loomis, of Flying Buffalo Inc., began a number of multi-player play-by-mail games; this included games such as Nuclear Destruction, which launched in 1970.

1970

pioneered the first commercially available PBM game in 1970.

A small number of PBM companies followed in the 1970s, with an explosion of hundreds of startup PBM companies in the 1980s at the peak of PBM gaming popularity, many of them small hobby companies—more than 90 percent of which eventually folded.

In the 1970s and 1980s, some games involved turn results adjudicated completely by humans.

Additionally, Diplomacy was first played by mail in 1963. In the early 1970s, in the United States, Rick Loomis, of Flying Buffalo Inc., began a number of multi-player play-by-mail games; this included games such as Nuclear Destruction, which launched in 1970.

1971

Professional game moderation started in 1971 at Flying Buffalo which added games such as Battleplan, Heroic Fantasy, Starweb, and others, which by the late 1980s were all computer moderated. For approximately five years, Flying Buffalo was the single dominant company in the US PBM industry until Schubel & Son entered the field in "roughly" 1976 with the human-moderated Tribes of Crane.

1976

Professional game moderation started in 1971 at Flying Buffalo which added games such as Battleplan, Heroic Fantasy, Starweb, and others, which by the late 1980s were all computer moderated. For approximately five years, Flying Buffalo was the single dominant company in the US PBM industry until Schubel & Son entered the field in "roughly" 1976 with the human-moderated Tribes of Crane.

1978

The next "big entrance" was Superior Simulations with its game Empyrean Challenge in 1978.

1980

A small number of PBM companies followed in the 1970s, with an explosion of hundreds of startup PBM companies in the 1980s at the peak of PBM gaming popularity, many of them small hobby companies—more than 90 percent of which eventually folded.

A number of independent PBM magazines also started in the 1980s, including Flagship magazine, Gaming Universal, and Paper Mayhem.

In the 1970s and 1980s, some games involved turn results adjudicated completely by humans.

Professional game moderation started in 1971 at Flying Buffalo which added games such as Battleplan, Heroic Fantasy, Starweb, and others, which by the late 1980s were all computer moderated. For approximately five years, Flying Buffalo was the single dominant company in the US PBM industry until Schubel & Son entered the field in "roughly" 1976 with the human-moderated Tribes of Crane.

Reviewer Jim Townsend asserted that it was "the most complex game system on Earth" with some large position turn results 1,000 pages in length. In the early 1980s, the field of PBM players was growing.

However, the PBM industry in 1980 was still nascent: there were still only two sizable commercial PBM companies, and only a few small ones.

The most popular games of 1980 were Starweb and Tribes of Crane. Some players, unhappy with their experiences with Schubel & Son and Superior Simulations, launched their own company—Adventures by Mail—with the game, Beyond the Stellar Empire, which became "immensely popular".

Skydivers are a better risk." By the late 1980s, of the more than one hundred play-by-mail companies operating, the majority were hobbies, not run as businesses to make money.

Townsend estimated that, in 1988, there were about a dozen profitable PBM companies in the United States—with an additional few in the United Kingdom and the same in Australia. The proliferation of PBM companies in the 1980s supported the publication of a number of newsletters from individual play-by-mail companies as well as independent publications which focused solely on the play-by-mail gaming industry such as the relatively short-lived The Nuts & Bolts of PBM and Gaming Universal.

Also in the mid-1980s, "general gaming magazines" began carrying articles on PBM and ran PBM advertisements, while the Origins Awards began a "Best PBM Game" category. PBM games until the 1980s came from multiple sources: some adapted from existing games and some designed solely for postal play.

The 1980s were also noteworthy in that PBM games designed and published in this decade were written specifically for the genre versus adapted from other existing games.

Flagship Magazine stated in 2005 that "play-by-mail games are often called turn-based games now that most of them are played via the internet". In the early 1990s, the PBM industry still maintained some of the player momentum from the 1980s.

Examples of closed end games are Hyborian War, It's a Crime, and Starweb. ===Computer versus human moderated=== In the 1980s, play-by-mail gaming companies began utilizing computers to moderate games.

1983

You must talk with the others to survive". Commentator Rob Chapman in a 1983 Flagship article echoed this advice, also recommending that players get to know their opponents.

1985

In 1985, Pete Tamlyn stated that most popular games had already been attempted in postal play, noting that none had succeeded as well as Diplomacy.

In the 21st century, many games of this genre are called turn-based games and are played via the Internet. ==Information sources== Rick Loomis of Flying Buffalo Games stated in 1985 that the Nuts & Bolts of PBM (first called Nuts & Bolts of Starweb) was the first PBM magazine not published by a PBM company.

1986

He notes that PBM games at the extreme high end can have a thousand or more players as well as thousands of units to manage, while turn printouts can range from a simple one-page result to hundreds of pages (with 3–7 as the average). According to John Kevin Loth, "Novices should appreciate that some games are best played by veterans." He noted in 1986 that Midguard was a "very complex game" with a 100-page instruction manual and "255 possible line entries".

Loth provided Beyond the Quadra Zone and Earthwood as popular computer moderated examples in 1986 and Silverdawn and Sword Lords as 100 percent human moderated examples of the period. ==Cost and turn processing time== Loth noted that, in 1986, $3–5 per turn was the most prevalent cost.

In 1986, play-by-email was a nascent service only being offered by the largest PBM companies.

The name changed to Nuts & Bolts of Gaming and it eventually went out of print. John Kevin Loth stated that, in 1986, the "three major information sources in PBM" were Paper Mayhem, Flagship Magazine, and the Play By Mail Association.

1987

At the time, some games were free, while others cost as much as $100 per turn. Play-by-mail magazine Paper Mayhem stated that the average turn processing time in 1987 was two weeks, and Loth noted that this was also the most popular.

1988

Townsend estimated that, in 1988, there were about a dozen profitable PBM companies in the United States—with an additional few in the United Kingdom and the same in Australia. The proliferation of PBM companies in the 1980s supported the publication of a number of newsletters from individual play-by-mail companies as well as independent publications which focused solely on the play-by-mail gaming industry such as the relatively short-lived The Nuts & Bolts of PBM and Gaming Universal.

Gaming Universal's final publication run ended in 1988.

1990

Thus they tended to be more complicated and gravitated toward requiring computer assistance. The 1990s brought changes to the PBM world.

In the early 1990s, email became an option to transmit turn orders and results.

Flagship Magazine stated in 2005 that "play-by-mail games are often called turn-based games now that most of them are played via the internet". In the early 1990s, the PBM industry still maintained some of the player momentum from the 1980s.

In 1999, Rick Loomis stated that, "With the growth of the internet, [PBM] seems to have shrunk and a lot of companies dropped out of the business in the last 4 or 5 years." By the end of the 1990s, the number of PBM publications had also declined.

In 1990, the average turn-around time for a turn was 2–3 weeks.

However, in the 1990s, email was introduced to PBM games.

This continues until the game or a player is done. ===Complexity=== Jim Townsend stated in a 1990 issue of White Wolf Magazine that PBM games are "much more complex than other types of games" on the average.

Townsend noted in 1990 that some open-ended games have been in play for up to a decade. Townsend states that "closed-ended games are like Risk or Monopoly – once they're over, they're over".

Townsend stated in 1990 that closed end games can have as few as ten and as many as eighty turns.

1993

For example, in 1993, Flagship magazine listed 185 active play-by-mail games.

In 1993, Paper Mayhem—a magazine for play-by-mail gamers—described play-by-mail games thusly: PBM Games vary in the size of the games, turn around time, length of time a game lasts, and prices.

Prices vary for the different PBM games, but the average price per turn [in 1993] is about $5.00. The earliest PBM games were played using the postal services of the respective countries.

1994

However, in 1994, David Webber, Paper Mayhem's editor in chief expressed concern about disappointing growth in the PBM community and a reduction in play by established gamers.

1997

In early 1997, David Webber, stated that multiple PBM game moderators had noted a drop in players over the previous year.

Chapman notes that "everything is negotiable" and advises players to "Keep your plans flexible, your options open – don't commit yourself, or your forces, to any long term strategy". Eric Stehle, owner and operator of Empire Games in 1997, stated that some games cannot be won alone and require diplomacy.

1998

Paper Mayhem ceased publication unexpectedly in 1998 after Webber's death.

1999

In 1999, Rick Loomis stated that, "With the growth of the internet, [PBM] seems to have shrunk and a lot of companies dropped out of the business in the last 4 or 5 years." By the end of the 1990s, the number of PBM publications had also declined.

2003

Listing of over 650 PBM gamers as well as a second major section with a PBM game listing with descriptions. Magazine date: December–January 2003/2004. ==External links== Correspondence chess Game terminology

2004

Simon Williams, the gamemaster of the PBM game Chaos Trail in 2004, also wrote an article in Flagship Magazine about the possibility of writing a PBM fiction novel. ==See also== List of play-by-mail games Play-by-post role-playing game Turn-based ==Notes== ==References== ==Bibliography== Interview with John C.

2005

Flagship Magazine stated in 2005 that "play-by-mail games are often called turn-based games now that most of them are played via the internet". In the early 1990s, the PBM industry still maintained some of the player momentum from the 1980s.

Flagship Magazine noted in 2005 that "It's normal to play these ...

2010

Additional minor information sources included gaming magazines such as "Different Worlds, Dragon, Game New, Imagine, and White Dwarf". Flagship Magazine ran into the 21st Century, but ceased publication in 2010.

2013

In the 21st century, a single PBM magazine exists—Suspense and Decision—which began publication in November 2013.

In November 2013, an online journal for play-by-mail games, Suspense and Decision, began publication. ==Fiction== Besides articles and reviews on PBM games, authors have also published PBM fiction.

2019

Related to costs, Rick McDowell, designer of Alamaze, compared PBM costs favorably in 2019 with the high cost of board games at Barnes & Noble, with many going "for around $70", and a top rated game, Nemesis, costing $189.




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