A Hobby on the Brink? - An Interview with Conrad von Metzke
by Conrad von Metzke
PREFACE: Greetings. I seem to have talked my way into becoming DW's "new"
Interviews Editor, and as such it is my hope that I can provide you with regular
probing investigations into major hobby personalities and dominant issues that
drive the hobby as it marches across President Clinton's bridge to the 21st
Century. Beginning next issue, I will do that. For this time, however, my
original plans for a spectacular opening salvo - which have changed three times
in the 24 hours I've been working on this, and have fallen apart each time -
will have to be shelved in favor of an approach which may seem rather pompous,
but which may acrually be useful in the long run. For my first interview with
the DW team, I'm going to interview a long-time hobby figure of occasional
(though erratic) importance, someone who has seen the hobby ebb and flow almost
from the beginning, and who has participated at virtually every possible level
at one time or another - in short, one of the tiny handful of true "old-timers"
left in our midst.
I'm going to interview myself!
THE INTERVIEW:
DW: Give us, please, a capsule introduction to yourself, and to your place in
the hobby today.
CONRAD von METZKE: Gee - I'm really surprised you asked! But since you did -
I 'm a California native (1944, San Francisco) and have lived in the State of
Lunacy my whole life - in San Diego since 1957. I've had a career in various
capacities with the U.S. Postal Service, which I suppose gives me a vested
interest in the future of PBM gaming. I'm presently in charge of the registered
mail division in San Diego - and I'm now verging on retirement. I'm married with
two teen-aged sons, God help me, and apart from gaming my free-time interests
include voracious reading, classical music (both listener and performer),
keeping tropical fish, philately and doing just enough household and garden work
to keep from becoming sedentary.
I first discovered the game Diplomacy in a classified ad. in "Saturday
Review" in 1961, bought a game set by mail, and enjoyed many long evenings of
FTF gaming with friends for some while. (I even tried to start a PBM game in
mid-1962 when some of our local group went off to college and/or the Air Force,
but the attempt failed.) Along the way I had occasion to write to the designer
concerning a rules question, and this letter got my name on his mailing list.
Thus, one day early in 1965, I received in the mail a solicitation to play
Diplomacy by mail in a new 'zine called "Wild 'n' Wooly," published by Steve
Cartier. I quickly signed up and thus learned of the tnen-fledgling PBM hobby
founded by Dr. Boardman. In April '65 I started my own 'zine, "Costaguana,"
which came and went for years before folding entirely in 1976 - and then
restarting in 1984, since which time it hasn't stopped.
I've been Boardman Number Custodian (1972-74), Miller Number Custodian (on a
brief interim basis in 1973), Orphan Games Honcho (same time frame - I was busy
then!), editor of "Diplomacy World" (1976-78), two-time Runestone Poll winner
(1987 and '88), and will be taking over again as Boardman Number Custodian later
in 1997. I've also done an immense amount of publishing, using a variety of
formats - but these days I confine myself to "Costaguana" (20 pages of games and
drivel every few weeks), an e-mail effort concerning the game Railway Rivals,
and later this year I'll resume editing the hobby statistical 'zine I started
twenty-five years ago, "Everything."
DW: So - you've been a hobby "leader" on and off, and you seem to be angling
to resume that role. Can you give us an assessment of the "state of the hobby,"
its vitality and health, its prospects for the future?
CvM: Aren't you supposed to ask one question at a time? Well, no matter - I'm
frankly concerned that the postal hobby is in a state of terminal decline.
Actually, I'm not so much concerned as convinced of it. My fear is that hobby
participation will continue to narrow to the point where it won't be possible to
mount games any longer, because the circle of participants will be too small to
provide significant variety in a player base.
So far, this decline seems mainly to have affected America, where computers
are gradually taking over. In Europe and elsewhere overseas, the postal hobby
still has great following and much life to it. But I suspect they'll follow our
lead eventually.
I see evidence of this decline everywhere. The number of 'zines published has
been in a downslide for years. The number of NEW 'zines is quite small - once
upon a time they seemed to pop out of the woodwork every few minutes, but now
they've become a rarity and a real event. The number of gamestarts is down
dramatically. Interest in variants - once a good bellwether of interest in the
hobby and the game itself - is close to nonexistent (except anonymous, or
"Gunboat," Dip, but I think that's significant too as I'll discuss in a minute).
Participation in the Runestone Poll (of 'zine popularity) is no longer of much
interest. And, curiously, I think the fact that the hobby no longer has much
interactive bickering among its personnel - i.e. no 'feuds' - is a bad sign as
well.
DW: Sounds ominous. Do you have any idea why this decline has set in?
CvM: Obviously I have several ideas, or I wouldn't be sitting here talking to
you right now. My feeling is that the several contributing factors, which seem
to have converged all at once, are: (1) the emergence of e-mail gaming, (2) a
decline in interest in the type of game Diplomacy is, (3) a social trend toward
depersonalization and efficiency, and (4) a dropoff in interest in board gaming
in general. Of these, the first is of course paramount - the bald fact is that
computers are taking over, and will continue to do so. And once someone has a
computer in place, e-mail becomes quick, cheap and generally reliable in ways
that postal mail is not.
Let me relate my own experience, which may not be 'average' but is probably
representative. Apart from one quick on-line fling in 1987, I didn't get into
the on-line world until about nine months ago - I'd had computers and modems all
along, I just hadn't bothered to use them. But when I finally did, and
established an e-mail "presence," my world shifted almost instantaneously.
Previously I'd gotten tons of postal mail, and eight to ten 'phone calls close
to my deadline day; but e-mail cut the postal delivery down to almost nothing
(except other people's 'zines), and the 'phone never rings any more. And this
for a person who had made no effort whatsoever to collect a subscriber list that
was on-line. It simply happened. Now, this doesn't mean that all these people
actually PLAY their games by e-mail - obviously not, because that's not what I'm
running. But they could just as well, and more cheaply at that (no game fees or
sub costs), and as the e-mail gaming community expands to allow more variety in
matters e.g. of deadline, I strongly suspect that the on-line people will be
slowly winnowed from the postal hobby.
But that's not the only factor. Read any news magazine or journal of social
commentary, and one of the common themes is the depersonalization of society as
a whole in the '90s. Postal letters are a personal touch; even when they're just
bare-bones game orders, the writer usually feels some obligation to include a
personal "hi, how are you?, we've had lousy weather" note, or at the very
minimum a personal comment bemoaning that (s)he doesn't have time to include a
personal note this time. But by e-mail, no such; very often all I get is a print
that says "Game XXXX, Spring 19XX," followed by orders. Often not even a
signature - not needed, as the sender's name appears in the electronic
transmission data at the top of the message. Of course exceptions are there, but
the percentages are not exactly "warm and fuzzy."
It's this kind of insularity to which I referred when I mentioned the
continuing popularity of Gunboat - a good deal of it no-press Gunboat at that -
and of the disappearance of hobby feuding. If there is anything more impersonal
on this planet than no-press Gunboat, I am unable to conceive of it. (It also
has the side "benefit" of allowing a GM to operate effectively with a narrow
player base; as identities aren't known, the same people can play over and over
without ever really becoming "inbred.") As to feuds, I'm not for one minute
suggesting that personal invective and continuous bickering are wonderful
things, but consider for a moment: They did force an interchange among
personalities like nothing else has ever done. They represented a form of energy
and vitality - negative, to be sure, but energy nonetheless.
And then there's the general decline in board gaming overall, and the
specific decline in the kind of political game that Diplomacy is. It was devised
in a political-science atmosphere in a day when the international stage was of
more interest to the population as a whole, and it grew and matured in the
socially-active '60s and '70s. But the '80s and '90s have spawned a retreat from
that focus, and game popularity has followed suit. Shelves in the game stores I
know no longer reflect variety and diversity; everything is now children's or
"family" games (a retreat into one's own little world?), or "party" games for
those who still entertain friends and neighbors. There's also apparently a rage
in card-based games, many of which feature quick gaming results and a focus on
acquisition ("I have more 'Magic' cards that you do!") rather than on actual
player interaction. I don't involve myself in this stuff, so I may well be a bit
off base here, but I do know what the game shelves at the shops reflect because
I've looked, and I'm not happy.
DW: But don't you see a diversification developing out of the very decline in
socio-political gaming? Don't postal 'zines show a variety of games these days
instead of the old "dip-and-variants" staples?
CvM: Sure. That's good, and it helps immensely. Word games, for instance,
seem to have scored some big points in recent years - those games don't require
negotiation or interaction, but can still represent a "family" of players within
a given 'zine. Shorter and smaller games than Dip crop up a lot too - fewer
turns, fewer players, thus more chance of actually completing the game before
players lose interest or the 'zine folds. In the respect that 'zines seem
increasingly inclined to vary their games base, I'm encouraged - not so much
that the hobby itself will rebound in any massive way, but rather that it can
retain a 'niche' where a more limited hobby would eventually succumb.
DW: Did you just say that you think the postal hobby can make a comeback of
sorts, or not?
CvM: What I said, if you'd been listening, was: There's a fringe area that
can continue to be occupied by purely postal-based gaming, and this will be true
for some time to come no matter what happens with the electronic world, IF (and
I suspect ONLY IF) diversification continues to the point that enough people can
be gathered in one place to keep 'zines and games viable.
There was a time in the past when my 'zine, "Costaguana," had a circulation
over 200, and it could have gone higher if I'd pushed it (and found some way to
make the copies - in those days I used a spirit duplicator, and 200 was about
the upper limit of possibility). Today, when I could theoretically make infinite
copies, I'm down to about 50 - again I could push it up some if I tried, but I
have a healthy respect for my own limits of time and money, so I don't. But I
cannot imagine pushing it all the way to 200 again, unless I sent it to random
names as unsolicited "junk mail." More to the point, at least a fourth of my 50
people are "deadwood" in the sense that they receive and presumably read, but
don't play or contribute. My most popular game at the moment, a word game,
started with about 24 participants (out of 60 at the time) and is just now
ending with 18 (out of, to be exact, 49). That's something like a 40%
participation rate - but translate this to Diplomacy, and it would be very
difficult to sustain very many regular Dip games when there were only 18 players
willing to join, as the player lists would get pretty repetitious.
None of which really addressed your question. I think there's absolutely no
way the postal-based hobby can ever be rekindled to the way it once existed, and
I think continuing compression is inevitable. I suppose eventually postal gaming
will vanish altogether, probably by transmogrifying into something wholly alien
to our current concepts - but I'm not expecting to live to witness the
denouement, just the run-up.
DW: Well, gee whizzers...if the decline and fall is inevitable, why don't we
just chuck it right now and be done with it?
CvM: Because of Yogi Berra - "It ain't over 'til it's over." Despite the
increasing limiters, there's a good deal of fun still out there. With a couple
of exceptions, I haven't seen a whole lot of creativity in the on-line
community, but it's still there in the dangling remnants of postal-dom. If I
really felt that all that's left is the hobby's wake, I wouldn't be here now.
DW: Perhaps then the postal hobby ought to be thought of as "creative chaos"
and left to do its own willy-nilly thing, without further effort at any formal
trappings.
CvM: In other words, why not dismantle all the hobby 'projects' and 'offices'
and let the hobby turn back into a free-fall 'happening?' Oh, I think that's
already under way. As examples, I don't see the "'Zine Register" and the
Runestone Poll lasting very much longer; the support is just not there. Miller
Numbers for variant games can probably be forgotten pretty soon, too -
apparently a few people still care, but not many, and with the whole variant
hobby largely moribund I don't see much point. But other things will last a
while longer - Boardman Numbers, "Diplomacy World," the orphan rescue service -
because they still have some utility and because they serve to keep the hobby
elements connected to one another
DW: You mentioned earlier a decline in board games overall. Do you think
Diplomacy - the commercial game - is on its way out?
CvM: I'm not in touch with the Avalon-Hill people and have no inkling as to
their business decisions. But I wouldn't be at all surprised if production were
discontinued at some point in the near future. It's already disappeared from
most of the game shelves I know anything about in San Diego - the last time I
found one on a shelf, it was so faded that it had obviously been there since the
Great Flood. Perhaps there's a small mail-order market for it, or maybe more
cosmopolitan cities than mine still peddle it successfully, but I'm pretty
dubious.
DW: If the commercial game goes, won't the hobby inevitably follow suit?
CvM: Of course, after a while. It's pretty tough to snag new blood if the
game can't be bought; there are limits to what can be done with conference maps
and photocopies of rulebooks passed around hand-to-hand. Some of us diehards
would linger on for a while, of course, but in the last analysis, without game
sets to be had, I don't see any way to stop the sand from running out.
DW: You know, your whole attitude sounds pretty negative. It almost seems as
if you think you and your ilk are dinosaurs trapped in a tar pit. Aren't you
helping to kill off whatever hobby remains by that sort of approach?
CvM: Maybe, but I'm concerned that some of us are flailing in the wind trying
to sustain something in ways that just aren't viable. I'd be much more
comfortable with a reality-based approach to postal gaming - it's small, it's
getting smaller, and there's no point in trying to make it come roaring back
when it simply can't do that.
But if you want some positives, they're there all right. The most positive
thing I can come up with is that there are at least ten postal 'zines, based in
the U.S. or Canada, that I really look forward to receiving and reading - plus a
batch of foreign ones. Yes, it used to be twenty or more. But ten isn't bad at
all, and in those 'zines I find some of the most scintillating creativity I've
ever known - even compared to the ostensible "golden age" of the hobby, which by
the way wasn't all as "golden" as some people seem to think. In some ways, the
restriction of the hobby is a good thing: It now makes it possible to keep up
with most of everything, rather than have to pick and choose. But mostly, the
people remain animated and exciting - editors and contributors alike. Okay,
maybe such people are fast becoming anachronisms. So what? Anachronism can be a
lot of fun as long as you don't expect it to be something else, or try to force
it to conform to a mold. And if the ranks really do dwindle, I'll just spend
more time with those who remain.
DW: Well...this has been fascinating, and certainly immensely informative.
Could you wrap it up now with a succinct summary of how you see the hobby now,
and in the near future?
CvM: Me - succinct? Well, why not? - I like a new challenge. I see the postal
hobby in a state of flux, trying to "reinvent itself" (to steal from Al Gore) to
carve out a place for itself in a world that is trying very hard to pass it by.
And I think it will work far better if the hobby carves out that niche on its
own terms instead of someone else's terms. Postal Diplomacy no longer lends
itself well to formalisms - structure, forced cohesion and artificial skeletal
trappings. If the hobby continues to posture as in any way "serious," it will
evaporate very quickly; but if it can accept itself as a relaxed
gathering-place, there can be a lot of fun to be had still. This isn't to say
chaos is the answer; but that's not going to happen anyway, because the games
themselves are the focal point of the hobby and they necessarily have structure.
No, it's more an attitudinal thing - we postal types just aren't on the cutting
edge any longer, and we might just salvage a perfectly fine hobby if we'd stop
bemoaning this change and get on with it.
DW: That was succinct? How long will it take you to tell me the time of day?
Reprinted from Diplomacy World 81
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