Trust Me" (And Other Tall Tales)
by Brian Cannon
Strange as it may seem to say or to hear, the Game of Diplomacy is about
Trust. Indeed this is true not only of the Game", Diplomacy - but also of real
world diplomacy as well. As in the real world, it is the players who are able to
engender Trust in their compatriots who find themselves in position to form a
useful alliance, hold together a faltering and shaky alliance, and set up the
stab that propels them to victory. And, as in the real world, Trust is not a
commodity that grows on trees, nor one that can be bought and sold. Rather it
must be fed and nurtured to grow and once developed must be watched and coddled
lest it wither and die from neglect or abuse. But once developed and utilized,
it is a tool that can make the difference between glorious victory, and
ignominious defeat.
In this article, I will discuss several principles and techniques that I have
found helpful in developing an atmosphere of trust in Diplomacy games.
The first principle is what I call the Golden Rule of Diplomatic Success."
Namely, Treat each player with the respect you would want them to bestow on
you." And while this may seem simplistic or laughable to some, it never
ceases to amaze me how effective it is in helping to build alliances that
further my position - nor how much damage can be caused by ignoring this
principle. There are actually several aspects to Respecting" other players.
1. First is to deal with each player as an honored equal - even if they are
materially or positionally weaker than you. For example, continue to consult
with them on possible coordinated moves; try to find out what their objectives
may be (short & long term) and see if you can weave those goals into your own
objectives; be open and honest with them about any correspondence you receive
which affects them; and openly discuss ways to reduce the threat they feel from
your greater strength. Nor should this show of honor be just a facade, either. I
find that if I truly DO think of another player as an equal, not only is it
easier for that attitude to be seen by them, but they are also more likely to
give me the benefit of the doubt in any questionable suggestions or moves I
might make. And that makes it easier to maintain a strong alliance (or set up an
unsuspecting victim).
2. Second is to avoid gratuitous lies like the plague. Certainly,
there is a time for lying in Diplomacy, and a well timed lie can be the
difference between victory & defeat (or a draw), but it is striking how often a
player lies when it is not necessary and poisons a potential alliance before it
even has a chance to form. I try to always remember (before lying to anyone)
that (a) they are liable to discover my lie shortly, and (b) if circumstances
change I may later find I need them as an ally (or at least not caring whether
it is I or another who ends up winning). With that in mind, I try to make sure
that any lie I tell will provide significant help in getting me toward a victory
(or at least a strong draw). Then, I can at least claim with some justice that
the goal of the game required that I lie at that point and that it was nothing
personal. The alternative, lying just for the heck of, with nothing really to
gain from a lie, tends to only tic off the other player so that they will react
emotionally and decide they don't want to trust you in the future. And beware,
they may, later, be in a position where if they can't stab you, they CAN throw
the game to another player.
3. Third, don't insult another players intelligence by proposing a plan so
obviously lopsided in your favor as to be a clear setup. An example here would
be England suggesting to his German ally that their best plan is for England to
land armies in Picardy & Brest (to help subdue France) while Germany cedes
Denmark to an English Fleet (along with the rest of Scandinavia) as part of an
attack on Russia (don't laugh, I had an English player suggest something like
this to me in one game - he was the FIRST power France and I obliterated).
Another example (from another game I played in) was France proposing to Austria
that if I helped him thru a stalemate line Turkey & I were setting up (getting
French fleets into Emed & Aegean) so that Turkey was defeated, that France would
then withdraw across the Med leaving me (Austria) with the Turkish dots as well
as the Balkans and even Venice - France did NOT win that game, or even finish in
a Draw.
The second principle (or technique) I find useful is to use Truth to mask
what lies I Do" tell. In one game, as Russia, I wanted to be able to take out
Turkey (if needed) and so I justified my request to send a fleet through
Constantinople by pointing out, quite Truthfully, that R/T was one of the
strongest alliances on the board and that the fleet could do an R/T alliance
more good in the front lines than twiddling its thumbs in the Black Sea. Given
the board situation, the move actually made good sense and so was convincing.
The only lie" in it was what was left unsaid - that with Austria gone, Italy was
just as good a choice for operations against the West, and was easier to stab as
well. The proposal had enough truth in it that it was believable, and when
Turkey DID believe it the stage was set for the stab. I also find it useful, in
setting the stage for effective deceptions, to be careful to tell the Truth, as
much as possible. This means, in negotiating with both allies and victims alike,
to point out the pros and cons of various proposals and to be candid about the
risks each idea may pose to each partner. It is true that in so doing I may be
tipping off a potential victim to some" stab opportunities I may have, but I
have found that being candid and listening to their suggestions in return,
fosters a strong sense of trust which more than pays for itself in the long run.
The Third principle (or technique) to use is to take the time to genuinely
consider and understand the strategic and tactical needs and concerns of the
player you are wooing - and then to plan moves that actually address those
concerns. For example, if Turkey wishes to form an A/T alliance, he needs to
make plain to Austria that he understands Austria s concerns about his
vulnerability to a stab and is interested enough in the alliance to actually
make moves that address and mitigate that vulnerability. Even if he later plans
on stabbing Austria, this is a good way to start. As time goes by and Austria
sees Turkey actually making moves to help Austria become more secure, he will
begin to trust the Turkish player more and more, and that Trust, while necessary
to a strong alliance, can also begin to blind a player to threats later in the
game. And if the Turk actually wants to maintain a strong alliance with Austria
over the long haul, mutual trust is the single best way to accomplish it.
Of course, I should point out that making these principles pay off in
practice requires a fair amount of thought and attention to detail. At the same
time you are working with your ally to devise moves that protect them against
the obvious threats (like your units adjacent to their uncovered supply centers)
you are also working to set up a situation which favors YOU (rather than them)
in the long run. In one game, as Germany, I arranged an alliance with France in
which I supported a French fleet into the North Sea at a time when Russia still
had Sweden and England still had Norway. However, this exposed an unprotected
English dot in Edinburgh and went along with the formation of an A/T alliance
that was advancing on Russia. There were also plans in the works for Italy to
hit the French underside, and England really had no recourse except to attack
the French units. The end result was that France, tho being in a strong position
against Germany, was distracted by other powers and ultimately had to open
himself to a German stab simply as a part of defending himself against other
threats (which appeared greater than any threat I posed). By the time I was
ready to become a possible threat to me, I had already demonstrated by trust of
him and maneuvered other countries into position where he was willing to take a
chance and allow me near his supply centers. The stab that I was then able to
perform was strong enough that even his attempts to throw his dots to the other
side were ineffective.
So to summarize, three principles (or techniques) which I have found useful
both in forming strong alliances and in setting up victims for a stab are (1) To
treat other players with the respect I want them to treat me with; (2) To be
careful to tell them the Truth practically all the time and to use that Truth to
mask the lies I need to set up the fatal stab; and (3) To take the time to see
each position and situation from their vantage point and jointly plan how to
meet the needs and concerns of both our countries - and then gradually twist
those plans so they give the advantage to me rather than the other player. None
of this is easy to accomplish, it requires a lot of thought and forethought to
bring it off. But then, who ever said that Winning in Diplomacy was easy? If you
take the time and apply the effort to build a sense of trust toward you in the
other players, however, and put in the thought to nudge plans into paths that
favor you without violating that trust (at least not blatantly) you will find
the efforts will pay off handsomely, possibly even with that rarest of prizes -
a Solo Victory!
Reprinted from Diplomacy World 75
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