Diplomatic Schizophrenia
by David Partridge
A year or so back I had the opportunity to play test a variant designed by
Tim Snyder and Jamie Drier. The variant, called Juggernaut, plays just like
regular Diplomacy, except for the fact that there are only six players and one
of the players secretly controls two powers. The game was played on the Internet
using the Judge software so that individual press to each power was possible as
everything was rerouted through a central computer and no names were ever
revealed, however it could easily be played as postal Gunboat. The victory
conditions were either a solo 18 center win by any power, or a combined 24
center win by the two Juggernaut powers.
I was lucky enough to be given the Juggernaut, playing Austria and Russia.
Hiding the actual Juggernaut powers seemed like the most important issue, so I
decided to try and forge strong, long term alliances for each power as soon as
possible. The other players would all fear the Juggernaut and find a strong
alliance attractive, and these alliances would appear as obvious choices for the
Juggernaut to the rest of the players. The Italian player was friendly and wrote
good press but did not put for a lot of strategic suggestions and seemed quite
willing to follow my lead, so the Austrian player became a loud and boisterous
player, participating a lot in the press, sending lots of messages and generally
taking the lead in the A/I alliance. The German player was a quiet, terse player
who seemed very strong tactically, so the Russian became a quiet follower type
who was more than willing to get most of his moves from his German ally and
rarely had a suggestion of his own.
These two alliances quickly became dominant, reducing the remaining three
powers to a few centers at best, and both Italy and Germany were certain that
the other alliance represented the Juggernaut. When the time came to make my
move, Russia stabbed Germany viciously while the A/I alliance continued to hold
together, maintaining a seesawing balance on the Russian front and continuing to
press Germany. Based on the play of Russia throughout, the poorly thought out
justifications he gave Germany for the stab, and some "mistakes" in the battle
in the south, Germany continued to be convinced that Russia was acting alone,
that A/I was probably the Juggernaut and that Russia was just being short
sighted and foolish. He refused any advances by Italy, seeming them as a ruse of
the Juggernaut and berated Russia for his stupidity. A sudden series of "lucky
guesses" led to the collapse of the Austrian front and an 18 center Russian win.
To the last, Germany never held a belief that Russia was part of the Juggernaut,
and Italy had only a few suspicions.
Now, to the point of this story (yes, there is a point, actually two.) First
is that this is a fun variant and well worth trying. second is that the methods
that seem so obvious when playing as the Juggernaut can be applied equally well,
to standard Diplomacy. Diplomacy is a game of psychology, and, although not
literally as in Juggernaut, each player represents more than one power. If you
are playing France, you are not just the glorious reincarnation of Napoleon
heading inexorably towards your justified dominance of Europe as you picture
yourself. You are also the despicable backstabber who violated the truce and
grabbed Belgium, as seen by the German, and the currently peaceful neighbor
who's growth is causing some concerns as viewed by Italy, the steadfast ally as
viewed by England, and a potential partner against the treacherous Italian as
viewed by the struggling Austrian. The face you present to each of these players
should not be the same. Is your English ally and open and forthright type who
seems to believe in game long alliances and trust between partners? Then
certainly an open and trusting partnership is going to go over better than an
armed truce alliance. Yet I have seem many honest and sincere partners suddenly
stabbed by their allies. Not so much because the stab made good tactical or
strategic sense, but because the other player "knew" his ally was up to
something. A three way alliance I was in recently broke up when one of the
players stabbed both the other players in conjunction with the powers we were
fighting. While this effectively destroyed the alliance, it also led to the
destruction of the stabber as he was crushed between his former allies. When
asked why he had done it given how likely his destruction was, he said that he
had to, because he knew that we were planning to stab him. After all, neither of
us had even raised the idea of stabbing the other with him, so obviously we were
planning together to stab him! The trustworthy and open face I had presented to
partner one was certainly not the correct choice for partner two. Had I seemed
wary and distrustful with him, insisting on frequent confirmations of the
alliance and carefully negotiated balancing of our forces the alliance probably
would have held together long enough to crush the opposing coalition.
The thing to remember about Diplomacy is that it is only partially a game of
strategy and tactics. Each player is a potential ally and a potential enemy. A
brilliant plan is not enough if the ally you need simply decides he doesn't want
to be a part of it. Those opening letters are more than just a means of
determining which of a set of stock openings you are going to choose. They are
the way you form an opinion about the character of the other players, and most
importantly, the way they form an opinion about you. Long rambling letters to
the serious, stick to business strategist are not going to endear you or advance
your position, nor are strident calls for revenge or long tactical analyses
going to charm the player who's out for a romp and couldn't care less about a
win. Remember, there are six other players out there, and they probably
represent a broad enough range for you to write any kind of letter you want and
receive a positive response. Not only is it good strategy to treat each player
as an individual and adapt the face you present to them, it's likely to be more
fun, and that is what the game is really about. Have a long tactical discussion
with Sue, spend several pages talking about the ski conditions with Paul and
suddenly remember to suggest a move in the postscript. You'll find that not only
will your alliances last longer and your suggestions be better received, but
you'll look forward to those letters more and start to develop friendships that
go beyond the game you are in, and that's what makes this a hobby, not just a
never ending tournament.
Reprinted from Diplomacy World 77
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