Strategic Primer: Players still wanted

The current campaign of Strategic Primer, a game I’m designing, still desperately needs more players. This post describes the game and what participation entails; I hope that you will decide to join the game.

Strategic Primer is a strategy game of my own design. Each player takes the role of the commander-in-chief, and perhaps autocrat, of a small but growing outpost in an imagined world; the game is the story of how the player’s subordinates interact with the world and with the agents of other players.

The game is run in “turns.” For most purposes a turn represents a day in the game-world. Each turn, each player submits a “strategy” for that turn, consisting of instructions for his or her subordinates. I then use all these strategies to determine what happened in the world that turn and tell each player the “results” of his or her strategy, i.e. what the player’s advisers, officers, and other subordinates in the game-world would have reported to him or her.

Because developing a properly detailed strategy takes time and thought, and we’re all busy people, the game has so far progressed no faster than a turn a month. At that pace, joining the game would only require a few hours a month. And, as my players can tell you, I am very willing to help turn your vague ideas into a presentable strategy.

One of the most exciting features of the game is its handling of scientific and technical advancement. Everyone in the game-world except the players begins at a quasi-medieval level of technology and thought. Left to their own devices they will advance slowly, but the players provide the sparks of rapid advancement. If a player can describe, or draw, a technology, principle, or other idea well enough that he or she and I can both understand it, and the player’s scientists or other workers have the necessary background to understand and use it, the player gains that advance at the end of that very turn.

In the beginning of the game, each player begins with a fortress (constructed according to his or her specification, but I’ll provide a few sample designs), a certain amount of resources, knowledge of some very basic scientific and technical advances, and ten workers. At this point the player must give instructions to his or her workers individually, but as the game progresses he or she uses an increasingly large chain of command and expresses orders in more general terms.

If you’d like to join the game as a new player now, please contact me; I, and the other players, will be grateful.


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