My philosophy

In the Cat23 internet community, you’ll find various approaches to GM’ing. Some are very strict with deadlines, to keep games moving along. Most require complete technical accuracy to avoid accusations of partiality. For my own part, I run a game like a face to face game between friends. That means that if an order is mistyped but its intent is obvious I allow it. If a player is slow to get back and misses the deadlines, I cut him/her some slack and do my best to keep the line-up the same.

This occasionally slows the game, as does avoiding NMR’s, but most players have a few games on the go and know that I won’t let the game stall, so I’ve had no complaints. Most importantly, though, if you want a GM to be little more than a non-mechanical Judge, you may be unhappy with my relaxed approach. You have been warned!

Informal house rules

1. GM errors

I occasionally make errors, but I'll correct them if you notify me and I concur, up till the point when I publish the next adjudications. At that point, you've missed your chance!

2. Adjudication

I've got my copy of the rules hidden away somewhere, but in general I'll work from the Diplomacy Player's Technical Guide (http://www.stevensons.co.nz/~bjc/DPTG/index.htm). The only issue to clarify from past experience (a rule much used in Australia, apparently) is that if a unit is ordered to move and fails, it holds with strength 1, needing an attack of at least strength 2 to dislodge it. Slightly counter-intuitive, but remember that a move covers a whole season.

3. Inaccurate orders

If it's obvious to me what you're ordering, I'll allow it and include it in the adjudication as the correct order. This includes incorrect Unit Designation, for example. Ambiguous destinations are also accepted if you can only order to one, but I'd prefer the following designations for Standard dip:

Lvn - Livonia, Lpl - Liverpool

Nwy - Norway, NWG - Norwegian Sea

Trl - Tyrolia, TYS - Tyrrhenian Sea

4. Deliberate misorders

Given my rule on allowing inaccurate orders, those misorders meant to be deliberate should be encased in <brackets>. These will not be included with the adjudication and it's up to the rest to decide whether it's genuine!

5. Deadlines

I generally set deadlines for 5 days a move, 2 days a retreat/adjustment, with 2 weeks before opening moves. A vote can be proposed to change the standard period (in which I vote also - I've got a life too!), especially later on. Deadline extensions are generally okay, but persistent requests within 24 hours of the deadline may lead to a change of policy. All players must inform me of periods of absence well in advance.

6. NMRs

I don't allow NMRs. I will allow 48 hours for a late player to send in orders before seeking a replacement, unless the player is down to 1or 2 units, in which case it goes into Civil disorder, holding until dislodged (whereupon it is disbanded).

7. Preliminary orders

I'm a big fan of preliminary orders. If possible send them in as soon as you see the map. The last set of orders will be accepted and all previous ones ignored. If a set of orders is marked as 'final' it cannot be replaced and if all orders are marked 'final' I will adjudicate early.

8. Subject line

Include the cat23 number, country, year and season in the subject line. This is important to help me keep track of e-mails and avoid me deleting them accidentally.

9. Press

Press correctly identifying the author (white press), press to be published anonymously (gray press), and press unofficially attributed to any person (dark gray press) will be accepted. Press officially attributed by the GM to another person (black press) will not be accepted.

10. Map

A map of the position will be published on my website as soon as possible. In the event of differences between the map and adjudication, the adjudication stands (subject to correction in the event of GM error, of course).

11. Forwarding of e-mails

No forwarding of e-mails other than broadcast e-mails is allowed and may result in replacement at my discretion. Recounting exactly what a player said is allowed. All players who receive forwarded mail should contact either myself or the originator of the e-mail to decide the next step.

 

Complete House rules (adapted from David Cohen's Model House Rules)

I. GM Discretion, Rulebook:

(1) GM Discretion:

The GM shall have the discretion to disregard specific provisions of these House Rules in order to reach a result in keeping with the spirit and character of the game of Diplomacy, but will do so only after concluding that less drastic alternatives would be unsatisfactory.

(2) Rulebook:

The most recent version of the rules published will be used. In the event of incompleteness, ambiguity, or conflict in the rules, if the matter is not covered in these House Rules, the Diplomacy Player's Technical Guide will be followed.

II. Order Writing, Generally:

(1) Interpretation of Orders:

Order sets and individual orders will be read with a presumption being made that each player wishes to submit a complete set of valid orders.

(2) Abbreviations and Typographical Errors:

Spelling out province names and other words used in orders is preferred, but any abbreviations that are not ambiguous, in the sole opinion of the GM, are acceptable. A typographical error that is nonetheless unambiguously understandable by the GM shall not serve to invalidate an otherwise valid order.

(3) Status of Orders:

Submission of preliminary orders is strongly encouraged, but not required.

All orders will be considered final unless marked "Preliminary".

(4) Identification of Order Sets:

All order sets submitted must contain the following information in the Subject line of the e-mail:

Cat23 number, country, year and season, type of e-mail (prelims, adjudication query, deadline extension request, etc.)

The GM may, but is not required to accept order sets that do not meet these requirements, nor shall the GM be required to search for nonconforming order sets.

(5) Orders Submitted by Proxy:

Orders submitted by proxy will not be permitted.

(6) Contingent Retreat or Adjustment Orders:

Retreat or adjustment turns shall be separate from movement turns. Contingent retreat or adjustment orders are not required, and negotiations are allowed prior to a retreat or adjustment turn. Players are strongly encouraged, however, to submit contingent retreat, build or disband orders, when the situation of the game permits, as this will help speed the pace of the game and reduce the likelihood of NMRs occurring.

(7) Multiple sets of orders:

The last set of orders submitted before the adjudication takes place will be used. In the event a partial set of revised orders are submitted, previous order sets will be disregarded when the GM receives a revised order set. The GM shall not look to an earlier order set to fill in missing orders in a revised order set.

III. Interpretation of Specific Orders:

(1) Movement Orders:

Any unit ordered to move to a named space on the board may not receive support to hold, irrespective of whether the unit is able to move in the manner stated. A unit ordered to move to a space not named on the board or a unit ordered to do anything else, may receive support to hold. If an order set has been submitted, an unordered unit or units will be considered to have been ordered to hold, and may receive support to hold.

(2) Multiple Orders for Units:

In the event that a unit is ordered more than once within the same set of orders, the unit shall be deemed to have been ordered ambiguously and shall be considered to stand if any of the orders for that unit were movement orders, and shall be considered to have been ordered to hold if none of the orders for that unit were movement orders. Duplicate orders will be treated as a single order for purposes of adjudication.

(3) Omitted Designations:

An omitted designation of the type of a unit (A or F) will not invalidate the order unless there is another order with the correct designation of the unit in the same order set.

(4) Inaccurate Designations:

An inaccurate designation of the type of a unit (A or F) will not invalidate the order unless there is another order with the correct designation of the unit in the same order set.

(5) Omitted Nationality of Units:

An omitted designation of the nationality of a supported or convoyed foreign unit will not invalidate the order unless there is another order with the correct nationality of the unit in the same order set.

(6) Inaccurate Nationality of Units:

An inaccurate designation of the nationality of a supported or convoyed foreign unit will not invalidate the order unless there is another order with the correct nationality of the unit in the same order set.

(7) Omitted Specification of Coast in Movement or Holding Orders:

An omitted specification of the coast of a province having two coasts in an order for movement or holding of a fleet will not invalidate the order if legal movement to only one coast of the province is possible for the fleet.

(8) Omitted Specification of Coast in Support Orders:

An order for support of a fleet to, from or in a province having two coasts, in which there is no specification of the coast of the province will be a valid order for support of the fleet being supported, from or in either coast.

(9) Non-Corresponding Specification of Coast in Support Orders:

An order for support of a fleet to, from or in a province having two coasts, in which the coastal specification does not correspond to the coastal specification of the order for the unit being supported will not invalidate the order if legal movement to, from or in only one coast of the province is possible for the fleet being supported.

(10) Excess Builds or Disbands:

If a player attempts to build or disband more units than the position would allow, the builds or disbands will be followed in order, from top to bottom of the order set until the correct number of builds or disbands are reached.

(11) Multiple Builds in a Center:

If a player attempts to build more than one unit in a single turn in the same supply center, the first build order, reading from top to bottom of the order set will be followed.

IV. Deadlines, Length of Turns, NMRs:

(1) Order Submission:

It is the responsibility of each player to make sure that a set of orders is submitted as required before the deadline for each turn. Time of submission of orders shall be considered to be when the GM receives the orders, not when the orders were sent, however, the GM shall have the discretion to accept late orders if it is proven to the satisfaction of the GM that the orders were sent prior to the deadline. Individual and/or broadcast reminders may be given, but the lack of a reminder will not serve to excuse failure to submit orders.

(2) Timing of Adjudication:

Adjudication of a turn may take place early if all players have submitted final orders.

(3) Orders After Deadline:

Orders will be accepted until the start of adjudication, unless the GM considers this to be a persistent offence.

(4) Length of Turns:

At least 3 days will normally be allowed for each movement turn. At least 2 days will normally be allowed for each retreat or adjustment turn, if there are separate retreat and adjustment turns. The GM may speed up or slow down the timing depending on the perceived complexity, to the GM, of the game situation, but will adhere to the original schedule if a faster pace is a hardship to any player.

(5) Delays:

Requests for delay received before the deadline will generally be granted. The GM reserves the right, after a warning is given, not to grant further delay requests if the play, in the sole opinion of the GM, is being unduly or excessively disrupted. The GM may replace any player whose extended absence, or repeated absences, in the sole opinion of the GM, would unduly or excessively disrupt the flow of the game.

(6) NMRs and Replacement of Players:

No NMRs will be allowed to have an impact on game play, and the game may be delayed in order for the GM to adjudicate with orders submitted from all powers. Players failing to submit an order set must contact the GM within 48 hours of the deadline and submit an order set, or the GM will arrange for a replacement. The GM will normally attempt to contact the NMRing player publicly and privately before arranging for a replacement, but the GM, in the sole discretion of the GM, reserves the right to immediately replace a player after one or more NMRs.

V. Adjudication Correction, Review:

(1) Correction of Adjudication: Players discovering errors in adjudication can bring them to the attention of the GM, who shall correct any errors. However, if another adjudication is published, without correction of an error, the error shall stand.

(2) Review of GM Decisions:

If a player feels that an adjudication error has not been corrected after having made a request for correction, the GM, in the sole discretion of the GM, may publicly or privately request advice from one or more persons of the GM's choice who are not involved with the game, but the GM shall not be bound by the opinions of the persons giving advice.

VI. Press:

(1) Acceptable Press:

The GM, in the sole discretion of the GM, reserves the right to refuse to publish a piece or pieces of press for any reason. In general, press correctly identifying the author (white press), press to be published anonymously (gray press), and press unofficially attributed to any person (dark gray press) will be accepted. Press officially attributed by the GM to another person (black press) will not be accepted. The GM shall publish all anonymous press and all press not officially identifying the author (non-white press) in an "Anonymous or Unofficial Press" section of the adjudication separate from the orders of the individual players. White press will be published with the orders of the author.

(2) Disclosure of Authorship of Gray, Dark Gray or Black Press:

Authorship of gray, dark gray or black press will never be revealed by the GM.

VII. Votes, Draws and Concessions:

(1) Wins:

Wins may be conceded only to a single player. All players remaining in the game must agree upon a concession unanimously. A single negative vote will defeat the proposal. All games are presumed to continue until a player wins by reaching eighteen supply centers, so an abstention or an uncast vote counts as a negative vote and defeats the proposal, however, a player for whom a conceded win is proposed shall be held to have voted for the proposal.

(2) Draws:

Draws may or may not include all survivors, but must be agreed to unanimously by all players remaining in the game. A draw that does not include all survivors presumes the elimination of the players not included in the draw. All games are presumed to continue until a player wins by reaching eighteen supply centers, so an abstention or an uncast vote counts as a negative vote and defeats the proposal. If, after a period of 3 game years, no supply centers have changed ownership, the GM reserves the right, after a warning is given, to declare a draw including all survivors, but will only do so if no prospects exist for a player to win either by reaching eighteen supply centers or by concession of the other players.

(3) Changes to House Rules:

Proposals may be made to change any specific house rule or rules. All players remaining in the game must agree to any rule change unanimously. All house rules are presumed to remain unchanged, so an abstention or an uncast vote counts as a negative vote and defeats the proposal.

(4) Confidentiality and Limitation of Proposals:

Votes will be due simultaneously with the next due date for orders. All votes will be secret and the result will be published instead of the relevant adjudication if the proposal is approved, or together with the adjudication, if the proposal fails. All votes may be submitted confidentially, players may submit revised votes, and the GM shall not reveal any information regarding the specific votes of an individual power, or the total of votes for or against any proposal. The GM, in the sole discretion of the GM, may refuse to conduct votes on repetitive or humorous proposals.

A player submitting a proposal shall be held to have voted for the proposal.

VIII. Ownership of Communications, Integrity of Identity and E-mail Systems

(1) Forwarding of E-Mails:

E-mails and other communications are the intellectual property of their author, but the GM and players, by virtue of agreeing to GM or play in the game, freely give permission for the use of those e-mails and communications by other participants as part of the play of the particular game for which the e-mails or other communications were sent, subject to the restrictions of this Section.

However, forwarding of e-mails will be grounds for immediate replacement.

(2) Impersonation of Players or GM, Subversion of E-mail Systems:

Impersonation of one player by another, attempted deception or impersonation of the GM, or subversion of the integrity of the e-mail system of the GM, another player or a third party will be grounds for immediate replacement.