This is one of my proposals for a variant on the game of Diplomacy.
Roll Yer Own Diplo alters the standard game of Diplomacy so that all players literally choose their own nation. Each player draws their own part of the map and picks their starting position, subject to some restrictions. These maps are then pasted together, and a regular Diplomacy game then plays out on the resulting global map.
This version describes the simplest form of Roll Yer Own Diplo, which is for 6 players: each player's map is a square and gets pasted onto the face of a cube which is then projected flat again.
The game is best played with a designated "game master" (GM), at least for the initial setup phase. Drawing a local map is relatively easy; most of the burden falls on the GM in verifying the acceptability of each local map, following the pasting instructions, and drawing the global map. Much of this task could be automated.
First, each player draws a local map for their nation, which should clearly show:
If the game is played electronically, and a scanner is readily available, then a scanned hand-drawn map is the recommended format. If a scanner is not readily available, then a text description containing all the above information is acceptable. However, it is still recommended to draw out the map first, and then write the description while consulting that map, especially when it comes to figuring out which spaces border which.
The map must have four separate corner spaces. For instance, there must be one space that borders both the South and East edges. (The way the standard map is usually drawn, this would be Syria.) The corners must be land spaces. In the pasting process, one pair of opposite corners will become neutral supply centres.
There is an upper limit of 16 passable spaces in each map. (For comparison, the standard map has 75 spaces for 7 players.)
Things which are forbidden:
The Castle Rule is the most complex, but the issue shouldn't arise for "normal" maps. For example: on the standard map, Cyprus is enclosed by a single space, the East Meditteranean Sea. A map in which Cyprus was a home centre would be disallowed. Portugal is enclosed by a path of two spaces (Mid Atlantic Ocean and Spain). A map in which Portugal was divided into two supply centres would be disallowed. In fact, these things would be private stalemate lines.
The global map is now set, and the game proceeds with the standard rules, except that there are 30 centres, so 16 is a majority.
There is an element of chance in Diplomacy, namely the initial assignment of powers. Often Diplomacy variants are "unbalanced", so that some powers have large advantages over others, and the initial random assignment of powers has a large role in determining the winner, which is unfortunate. And it is not always obvious beforehand that the unbalance exists.
Sometimes variant designers go to the other extreme, and proposely highly or even totally symmetrical maps. But these never seem to catch on, probably because they are boring.
This addresses the issue in what is, as far as I can tell, a very original way. There's something very appealing about having the entire map being the product of each player trying to give himself a good starting position, in a relatively straightforward way. This doesn't completely eliminate the element of chance in the initial setup, but if a player finds himself at an initial disadvantage, it's hard to claim it isn't mostly a failure on his own part. At the same time, the map isn't boring and symmetrical, but is something new and fresh each time.
But what does this amount to in practice? It is not clear that this results in a playable game. There could be "showstopper" maps, which gives the player who submits it an advantage, but which, if all players submit it, makes the game unplayable. For instance, without the Castle Rule, castles are showstoppers. Once players realise it, each player will make themselves a castle so that they have their own private stalemate line - and when everyone has a private stalemate, the game is obviously dead from the start. It is my hope there will be no showstoppers, or if there are, that there is a simple, natural rule change that will rule them out.
There could also be a "spoiler" map, which is the best map any player can submit. If all players submit the spoiler, the game may still be playable, but the point of the variant is lost, because once players realise the spoiler exists, nobody ever submits anything other that the spoiler, and the global map always looks the same. It is my hope there are no spoilers, but rather a variety of good strategies that will keep the variant interesting.
Finally, of course, other people may simply not find this idea nearly as interesting as I do. It is my hope they will. It's worth trying out, I think.
Six players submit their maps. The first two are hand drawn:
Dear GM, Please find my map attached. Let me know if anything is missing or unclear.(click to view)
Ahoy captain, Here be me charts. Arrrrgh!(click to view)
The third player submits a text description of his map:
Dear GM, My map has 9 spaces: Panama, Costa Rica, Nicaragua, Ecuador, Colombia, Jamaica, Galapagos, the Carribean Sea, and the Pacific Ocean. The last two are sea spaces, the rest are land. The adjacencies are: COS: NIC, PAN, CAR, PAC PAN: COS, COL, CAR, PAC ECU: S, COL, PAC NIC: N, W, COS, CAR, PAC COL: S, E, PAN, ECU, CAR, PAC JAM: N, E, CAR GAL: S, W, PAC CAR: N, E, JAM, NIC, COS, PAN, COL PAC: S, W, GAL, NIC, COS, PAN, COL, ECU I start with fleets in Costa Rica, Panama, and Ecuador. Panama is navigable; so are Jamaica and Galapagos, if applicable.
The other three players take countries from the standard map.
Dear GM, I would like to play good old Britain. Please cut the following path out from the standard map: ICE - NWG - NWY - NTH - BEL - ENG - IRI - IRE - NAO - ICE. I have made Iceland and Ireland passable. Iceland is my northwest corner, Ireland my southwest, Belgium by southeast, and Norway my northeast. I start with fleets in Edinburgh and London and an army in Liverpool, as is normal.
Dear GM, I would like to play good old Austria. Please cut the following path out from the standard map: VEN - TYR - VIE - GAL - BUD - SER - ALB - ADR - APU - ADR - VEN. Venice is my northwest corner, Galicia is my northeast, Serbia is my southeast, and Apulia my southwest. Note that the Adriatic sea surrounds Apulia and will border both the south and west edges. I start with a fleet in Trieste, and armies in Vienna and Budapest, as is normal.
Dear GM, I would like to play good old Turkey. Please cut the following path out from the standard map: BUL - BLA - ARM - SYR - EAS - CRE - AEG - BUL. I have made Crete passable. It is my southwest corner. Bulgaria is my northwest, Armenia my northeast, and Syria my southeast. I start with a fleet in Ankara, and armies in Smyrna and Constantinople. Constantinople is of course navigable.
After the following the pasting instructions, this is one possible map that results: