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by cableshaft 1949 days ago
This game takes like 8-12 hours, but if you do it in person, it just FLIES by. I was too afraid to take a food break or even a bathroom break because I didn't want to be out of earshot of everyone else so they could scheme against me.

We had 15 minutes for planning each turn, and that never seemed like enough. You want to talk to everyone, sometimes including one person, then again after that person leaves to talk to someone else and the third person tells you 'Actually I didn't mean what I told him. Screw that guy, let's do this instead.'

And then that guy backstabs YOU instead, and you find out their quarrel was all a ruse for everyone else and they were actually just pretend trading supply centers back and forth, not actually fighting.

It was overwhelming and I never knew who I could trust, with each turn just nailbiting seeing how it actually played out. But it was also one of the most exhilarating (yet exhausting) gaming experiences in my life.

There's also websites for doing it online, and you send messages back and forth, and can set how long each turn takes (like a day or two maybe). It still works that way, but the experience isn't quite as overwhelming.

Not bad for a 62 year old game.

6 comments

"This game takes like 8-12 hours"

I found the best Diplomacy framework is a hard 15 minutes/turn limit. After 15 minutes, your moves are down on paper or they don't happen. This yields a 4-5 hour game.

By "best", I mean, "it's fun, it's intense and it's done". I see a lot of variations being described along with notes they became intolerably intense for people.

Which is to say, this isn't a framework that needs help to be made more engaging. Keeping the excess-engagement genie sometimes in the bottle is more the challenge here.

"I was too afraid to take a food break or even a bathroom break because I didn't want to be out of earshot of everyone else so they could scheme against me."

I seem to recall hearing about one tournament game where one player got locked in the restroom to prevent him from taking some action---the judges ruled it a legitimate tactic.

I've found it's best when played by a group of friends at a turn per day. Every day at 18:00, for example, moves are due and revealed. It lets people scheme and talk during the day.
I agree. That's the most effective way. After a few games, no friends remain.
I’ve found this is not a game best played with friends, unless they don’t care to stay friends.
Try playing online with 48 hour deadlines. Diplomacy isn't a thing that's over in a day, its a thing that just happens in the background for weeks at a time. The paranoia gets to you man.

playdiplomacy.com

The main flaw of Diplomacy is in the "metagame" problem that for some of the players the game ends a few hours earlier than the others, so they don't get to spend the potential evening gaming with friends as expected and are bored - so this motivates people to choose some other game where everyone will be involved through all or most of it.
Colonial Diplomacy plays a lot faster than regular Diplomacy but the end game is a bit more brutal.