Politics Variant?

slappy

Semi-Dangerous Nut
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This is a proposal for a variant of Diplomacy that I am calling "Politics", as a working title. It is mainly a sort of hybrid of Martin Kennedy's "Factional" variant and Steve Doubleday's "Vote" variant. I am simplifying the rules of the former and the latter in order to give their offspring a fighting chance at life. I'm submitting this to you for feedback, especially to find out if a variant exactly like this already exists or if anyone would be interested in playing such a game. If so, I'd be interested in GMing for a trial run.

In "Politics", all of the standard rules apply, except each power is run by a team of 3 or more players. The game begins with Britain and France as democracies and all other powers as absolute monarchies. (These political structures can change as the game progresses.)

In democratic empires, all team members begin by voting for a Captain (who may be referred to as President, PM, etc). If no majority is granted, the GM will randomly draw a Captain. In monarchies, the GM randomly assigns the position.

Players in democracies vote on all move and build orders by sending them directly to the GM. Usual rules on deadlines and ambiguity apply. (e.g.: An ambiguous order or NMR from one team member is the equivalent of a spoiled ballot or voter apathy.) Democratic Captains get two votes, in the event of a tie for any specific order. The GM tallies the vote for each specific order and thereby determines the power's move for that turn.

Monarchies (and, later, dictatorships) are run by their Captains, but of course all team members may advise and debate in an effort to influence the Captain's orders.

After the Winter build of every even-numbered year, every government is subject to possible replacement.

In democratic countries, the replacement can only happen by vote of all members. Here, of course, the Captain only gets one vote. In the event of a tie, a second ballot is held. A second tie results in a coup d'etat with a Dictator being randomly chosen by the GM (see monarchies and dictatorships below).

In monarchies or dictatorships, overthrow is only possible if the war is not going well for the power. If any team member submits a bid for revolution to the GM, a random roll determines the success of the attempt in the following way:

  • A majority of citizens submitting a call for democracy has a 3 in 6 chance of success. If successful, the normal voting rules for Captain apply.

  • One citizen submitting a grab for dictatorship has a 1 in 6 chance of success. If successful, that citizen becomes the new Captain in a dictatorship (same as monarchy, just not the "traditional" government). Only one such attempt allowed per cycle (first come basis).

  • A grab for dictatorship can only succeed if there is not a successful call for democracy in the same cycle.

  • The above odds are also affected by the success or failure of the sitting government in the past two years. The gain of every supply centre gives the government a bonus point in each roll. The loss of every supply centre grants a similar bonus to the revolutionary faction. A net growth of 0 leaves the odds unmodified.

So, for instance, a grab for dictatorship can only succeed if there has been no net gain in supply centres during the two-year cycle. If Germany picks up Denmark by 1902, the odds of a successful grab for dictatorship fall to 0 in 6. However, a call for democracy may still succeed, albeit with reduced odds of 2 in 6.

I recognize that the greatest challenge to playing this game would be player commitment. But I personally don't see a fatal problem with teams shrinking if the GM cannot find a replacement. It takes some of the fun out of the game for the remaining player, but that player ought to decide for himself whether he likes remaining as the unchallenged Captain or wants to recruit more players so he may enjoy the additional challenge and intrigue of the political dimension. The GM should have the right to add players at her discretion, but I'm just pointing out that replacements can be found through various efforts.

The extra political dimension is, to my mind, the enticing feature of this sort of variant. Email communication becomes all the more vital where powers can influence each other by encouraging revolution or simply pleading various diplomatic cases in the court of "public opinion". Turns would likely take significantly longer, but this ought to be necessitated by lively internal and external debate and discussion.

What do you think? I'm not terribly interested in correcting the concept for historical accuracy; I'm much more interested in advice and suggestions for playability. Ultimately, I'd like to try a game like this as GM in the near future and, if it works well, as a player in a future match. Any thoughts?
 
This calls for over 20 players. Good friggin' luck. Maybe try it at Redscape, you'll never find enough players here. Also, the amount of effort required in keeping communications current with over 20 players is not something I believe I would enjoy.
Its certainly an interesting plan, if you can find enough dedicated players.
 
Good idea. Maybe I'll make a thread at Redscape after I get some feedback over here. (I think of this as my "home forum".)

Regarding the burden of communicating with 21+ players, this will depend on how each team organizes. England *could* communicate with Russia via Captain to Captain emails, including citizen players as a c.c., for the entire game. Meanwhile, the Captain of France might attempt to open up one-on-one correspondence with each Italian player in an attempt to fan the embers of discontent in that empire. In another case, the Russian dictator might broadcast socialist propaganda to the Austrian people and the Austrian people might respond in a public forum. The empire-to-empire communication can be (almost) as simple as a regular game or many times more complicated, depending on the players. Internal communication will take up more time, but this is why I foresee longer turns. Trying to play this variant on the same timeframe as a regular match would be crazy, but stretching out the schedule would allow sufficient breathing room, I think.
 
I suppose it does sound rather interesting. What if all three members of a country were in charge of different supply centers, and the armies they started with were under their command, and whatever territories they captured with their army, and the units that they created in their home city, were under their control?
 
I believe there is a variant along those lines...the owner of the unit that occcupies the new SC becomes the commander of the newly built unit. I'm aiming at more of a federalist approach, I guess. The usual result of a democratic turn will be the exact same set of orders being submitted by the majority with a somewhat different set in the minority. The resulting orders will thereby usually be coherently formulated from a federal viewpoint without any concern for regional politicking over whose units will get to occupy the next SC conquered.
 
I'd be interested in trying it. You need to conspire with your teammates and tghen your allies...
 
The major advantage I see in this game is the ability to never have to be known to have betrayed someone. If you have an excellent relationship with all your neighbors, but you need to expand, when you attack one each individual member of a team can simply say "I didn't want to attack you, but I was outvoted" and no one will ever know who was being truthful.
 
True enough. Another advantage is the reduced burden placed on non-Captain team members. I can sign on for a game and ask not to be considered for Captain with a resulting time commitment of as little as voting once per turn (less in a monarchy) or as much as I want to invest in questioning and persuading my fellow-citizens or my monarch.

Yet another advantage would be the fact that one person abandoning a game or being temporarily unavailable due to travelling, etc. would not have to put the game on pause. A monarch could go ahead and submit orders despite the absence of one or more subjects. A president could make an executive decision in the absence of the "legislature", although he'd be answerable for that decision come election time. If the Captain were the absent player, a temporary replacement could be named. There could even be proxies allowing one citizen-player to cast a vote for another in her absence. The result would be much less chance of any disruption to the timetable.
 
Imagine teams of 7 (not likeley here, but for the post, just imagine). the captain and there would be an ambasador to each other nation. That person would have to play nice with a certain other player, but if they don't like them, they play innocent when they are really plotting to screw the other nation over...
 
On the other end of the spectrum, it's worth noting that this variant could also be played on a power-by-power basis (a "Partial-Politics" variant, perhaps). For instance, if a new game were starting up and there were 10 players interested, four players could agree to play one power according to the Politics variant rules and the other six players could play their powers in the standard fashion. So long as the GM is willing to accommodate the unique demands of a Politics power and the other players don't mind, there's no reason it couldn't work.
 
With all the people referring friends to this forum, it occurs to me that it wouldn't be so hard to get a 21 person game together if seven people at this board signed on and then each recruited two players from outside.

I'm not suggesting it for right now, mind you. I've just signed onto a second game so I wouldn't want to GM this thing until one of them had pooped out. Nevertheless, I wonder who would be willing to test play if we could muster the numbers.
 
I've got two or more in mind...
 
I would be interested. This is a great idea. One thing. Who does the actual diplomacy? Surely not the whole team. That wouldn't be realistic at all.
 
The Leader would be responsible for diplomacy, but he can appoint diplomats if he wishes.

There is, of course, the possibility of one power's government trying to encourage revolt in another power by communicating with its citizens in secret.
 
Citizens have the power to influence their empire in several ways...one of which is to violently overthrow the government.

The rules have been substantially developed since I took the variant over to Redscape for discussion. Here's the link if anyone is interested:

http://www.redscape.com/forum/viewtopic.php?t=28888&start=0

I plan to try to get a Politics game going over there sometime in the future. Here at CFC there weren't enough people interested to get even a Partial Politics game off the ground. That would require probably 11 or 13 people, to really get a good feel for the game play. A Pure Politics game would require 21. Then there's the Chaos Politics variant, suggested by someone over at Redscape, which would need 36 players.
 
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