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Topics - Servant Corps

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1
Life Advice / Is AdSense a good fit for this website?
« on: March 11, 2015, 10:43:52 am »
I am asking this forum rather than the regular AdSense community because I suspect this community does not have as many liars out there boasting about their massive "income stream" to shoote their ego and try to sell something to me. What I want is real advice.

Right now, I work as a webmaster for a 501(c) corporation that is in charge of two religious buildings. I have recently installed AdSense a few weeks ago because I heard it is a good way to establish some revenue, and I wanted to help that 501(c) out by getting it a steady stream of revenue. Today, I am making $0.00/day. The only people clicking on my ads are likely bots, and I'm pretty sure I could get more clicks if I lift my ban on the Russian bots that previously made up 90% of my web traffic. Of course, those clicks do not raise my AdSense revenue any because Google can detect those clicks as being from bots, and refuse to pay up. I fear that with enough bots going around clicking on ads, Google might get irritated enough to ban me from AdSense entirely.

I know what I am supposed to do: create valuable content tied to keywords, bring in an audience, and wait for them to view or click on an ad. Problem is that I do not really have good ideas for what content to produce (other than having it relate to the religion that my 501(c) espouses), and it seems that, of the content I do produce, few people want to read it. I suspect most people go to the website's front page just to know where the religious buildings are and what are the prayer timings. Once they have such valuable content, they end up closing the website and moving on with their lives, with only a few people looking at our other services that the 501(c) provides.

There is also the fear that the content I produce may end up bringing ads that are unwelcome. For example, our 501(c) has a matchmaking service, meaning that AdSense is serving up ads to a rival matchmaking service. My boss doesn't really care, so I shouldn't care either, but it still seems irritating trying to get people to join our service when there is a nice juicy ad on that same page tempting them to join a much more successful and popular matchmaking service. Thing is, that is exactly the type of ad that would seem likely to get legitimate clicks...

Also, the ads do seem ugly and annoying, but I speculate that it might be because I use AdBlock on my home computer and am not used to seeing ads period. (Oh yeah, AdBlock...another strike against AdSense revenues.)

What should I even do? Just grin and bear the $0.00/day until I get enough content to generate enough traffic to slowly begin making pennies? Abandon the whole enterprise (remember...it has only been a few weeks)? Switching over to another ad provider seems risky because 1) they might not be as trustworthy as Google and 2) I may not have any legitimate traffic for them. Affiliate marketing is also right-out, if I am having difficulty getting people to even view an ad, how can I expect them to actually  get them to buy something?

Please help me. Meanwhile, I am going to petition the that the 501(c) worships for help as well.

2
Creative Projects / Cyberpunk City Generator and Mutant Backstory Generator
« on: February 17, 2015, 12:16:00 pm »
Cyberpunk City Generator
Mutant Backstory Generator

I made these two generators pretty much out of content that I have created for CyberRogue (a roguelike set in a cyberpunk city), but have not submitted to the maker of that game and had essentially kept it rotting on my Google Drive. I don't like having content I made be useless, so I decided to convert it into two random generators so that somebody could use it.

This is pretty much meant to be a swan song for me. I can't really do much on Bay12Games' forum, and it seems that it's probably for the best that I don't do anything, as Real Life is a more pressing issue. If Retropunk (the maker of CyberRogue) wants to use these generators, he certainly can, and I won't begrude him.


3
Creative Projects / Help With "History Generator"
« on: December 13, 2013, 08:50:18 am »
This website can generate the history of a civilization. You can specify the duration of the historical timeline, though most generated civilizations last for less than 1000 years unless you boost their starting health and vitality to the max and lower their aggressiveness to the minimum. Alternatively, you can decide to opt to get rid of civilization-death in favor of a "Crisis" (one year of doom, then the sim resets stats and continue onward) or a "Dark Ages" (a timeskip of several years before the sim resumes).

The game also generates various other generated civilizations that your civilization can either trade with or make war with. These wars could impact the fate of the civilization, either making them more prosperous if they win, or leading to their possible destruction.

There's a lot of interesting stuff behind the hood (for example, building a library can impact the chances of other events), but there's also a few bugs (for example, the "Rebellion End" event can occur even though there is no "Rebellion" to begin with). Here's a link to the source code, in PHP.

If you set a civilization to be magical, you can gain some new fantasy-inspired events, such as wizards establishing schools and then beating each other up. This might be useful if you are creating a fantasy setting.

I did not make this. It was made by kolvar in 2004, and I discovered it while looking for a History Generator because I was disenchanted with Cult and wanted something to help with easy worldbuilding. This is the thread where I discovered it. I've since been trying to modify the source code, but it turns out that I'm terrible on PHP and I can't even get it to run on a server. So I'm making this post to ask for help. I think is is a great generator that needs some love.

4
A old 1907 law that bans corporations from giving any campaign contributions to politicians* is still in effect after the Supreme Court refused to take up a case arguing that this 1907 law was unconstitutional according to Citizens United. The Supreme Court did not give a reason why they refuse to take up the case.

This leaves the decision of the Fourth Court of Appeals standing. A previous federal judge argued that the 1907 law was unconstitutional, judging that "if a $2,500 contribution given by an individual was not a source of corruption, then a similar $2,500 contribution given by a corporation could also not be a source of corruption." The Fourth Court of Appeals disagreed though, stating that any precedent that had not been overturned by Citizens United still is in effect. Since the Supreme Court refused to rule on the issue, the end result is that corporations are still legally barred from giving money to politicians.

One may wonder why this law still exist when current campaign finance law allow corporations to partake in the political process anyway through setting up Super PACs, but there it is. This law, by the way, is called the Tillman Act of 1907, if you are interested.

*Note that individuals, partnerships, and limited liability companies are allowed to donate money to politicians, up to a maximum of $2,500. Corporations, on the other hand, cannot donate any money whatsoever without violating federal law.

5
Creative Projects / "Zybourne Clock Redux": A Time Modification Game
« on: June 11, 2012, 01:11:42 am »
On 8/03/2015, I have finished "Zybourne Clock Redux", the game that is meant to be the focus of this thread. You can play this game on your own web browser. It was hard and challenging, but I have done it.

This thread served as a game diary of sorts that I have written while making this game. It focused on the worldbuilding behind Zybourne Clock Redux, with an emphasis of interpreting the 'intentions' of the original Zybourne Clock, while still paying lip service to the parody material that popped up.
===
Original Game Title:
"Zybourne Clock Project" Worldbuilding (SAGameDev VII)
...Alright, so apologies if the following sections seems rather disorganized. Basically, I am going to be writing some 'concepts' for a game I plan to be creating for a contest. I need some critiques for these 'concepts' as well as advice for how best to improve onto these 'concepts'. It's, probably, for all intents and purposes a "worldbuilding" thread, though I will be starting off with a 'world' that is already created...it's just in serious need of being repaired.

I cannot start making the game for this contest until July, but I can start writing 'concepts' for the game, and I want to be well-prepared for when July hits and the coding begins. If you can please provide me with help, I appreciate it. Thank you.

Table of Contents
Chapter 0: Prelude (scroll down)
Chapter 1: Time works the same way (scroll down)
Chapter 2: A Toy for Adults, the Zybourne Clock
Chapter 3: Our story doesn't take place on earth
---
Chapter 0: Prelude
Spoiler (click to show/hide)
---
Chapter 1: Time works the same way
Spoiler (click to show/hide)

Next Time: What is the "Zybourne Clock"?

6
Mafia / Cybrid Mafia #4 - Game Ends
« on: April 05, 2012, 08:00:50 pm »
The Empire is in a state of crisis.

The colonies are revolting against Earth hegemony, demanding more autonomy and freedom. The Empire resort to violence and coercion to contain the unrest, yet such tools are proving less and less effective every day. Hyperintelligent AI, long smarting from their defeat centuries ago, have now taken advantage of the incipient civil war to invade the Inner Planets, with the goal of conquering Earth herself and annihilating the obsolete human race. The "Imperials" are brave and dedicated to their cause, yet they are continually bleeding resources and manpower to fight a two-front war against the Cybrids and Rebels.

It is a war waged on the open battlefields, and a war waged in shadowy corridors. It is a war fought with HERCs, and a war fought with votes. It is a war where doctors and soldiers are legitimate targets.

And it is a war the Empire is losing.

Minimum 8, Maximum 15.
  • GlyphGryph [confirmed]
  • Toaster [confirmed]
  • Tiruin [confirmed]
  • ToonyMan [confirmed]
  • Dariush [new sign-ups start here]
  • Megaman
  • Jiokuy
  • zombie urist

7
General Discussion / The Mali Coup Thread (All Mali, All The Time!)
« on: March 28, 2012, 02:39:24 pm »
Quote from: Mr. Palau
Yes that's right, there was a Coup d’état (I hate the pronunciation of that word so much) in Mali yesterday, today being March 22 obviously. So apparently for a while some nomads have been rebelling in the north of Mali, and the army has been fighting them. The army asked the government for more weapons so they could go kill some more angry nomads, and the government was like no. So then the army began protesting, because the soldiers felt the government wasn't supporting them. Then some Malian government guy tried to diffuse the protest yesterday, when the soldiers were all like the equivalent of "fuck no" In bambara, 'cause that’s the lingua franca in Mali, which is ironic because French is the official language, people also speak 40 other African languages in Mali, and began to throw stones at him and bow him. He got out ok but later that day some other guys in the capital also decided they’d had enough and stormed the presidential palace, only to find out the president had left.

Here I was thinking West Africa couldn't get any worse, but then some guys in Mali decided to prove me wrong.

* Link to good summery of Malian situation provided by Servent Corps  http://sahelblog.wordpress.com/2012/03/22/on-the-apparent-coup-in-mali/ . Will add highlights of article to main body of info when I have more time
*  Link likelihood of coups provided by Servent Corps  http://blog.foreignpolicy.com/posts/2012/03/22/coups_making_a_comeback , same as above.
*links to Mali: For Mali: http://www.voanews.com/english/news/US-Joins-Condemnation-of-Mali-Coup--143839706.html

Meanwhile, the coup in Mali is still ongoing, and may still fail. There is opposition from within and without Mali to the coup plotters, and there are rumors that the leader of the coup is now dead.

What's worse than a coup is a coup that doesn't quite conclude. The rebels are certainly going to take advantage of this instability in the mean time.

The capital of Mali is calm today, so it seems that if there was a counter-coup, it must have been crushed. There is still opposition however, as arrested ministers begin a hunger strike and lawmakers condemn the coup.

At least the coup plotters are finally dealing with the insurgency by, uh...talking to them outside of a strategic city the rebels want to conquer?

Something's not right. Something's dreadfully not right. I suppose one may think "something's not right" when a coup occurred mere days before an election, but it could be that the coup plotters disliked the politicians of Mali and believed no change would occur after elections. But when you're outright negotiating with the rebels you said you were going to crush mere days ago...

I'm not sure whats happening, but I don't think there is a single representative...

The article says it all, the former soldiers are not getting the stuff they need to fight the rebels.  Not exactly a great booster for morale... and doing the coup probably did not remedy that particular problem.  So yea, may as well get out while the getting is good.

Negotiating an out for those who don't wish to join the rebellion shows that they are looking out for their own.  A good thing in my opinion, it shows that there is overall less malicious intent behind the coup nor a generalissimo deciding that he'd be a better leader.
Its something more along the lines of being backed in the corner/fed up by whatever mismanagement/logistical problems that have plagued these soldiers.

I can't say much about the rebels or anything of Mali.  No clue of the place there, but that is what I got out of the above talking to rebels article.

That's probably true. Since the rebels are well-armed and had experience fighting in Libya, I can see some military units decided to overthrow the democratic government to seize the government just for sue for peace.

The United States has cut military aid to Mali, but have not yet decided whether Mali suffered a coup or not. Officially, it's a mutiny.

EDIT: There's a news article giving us more detail on the rebels; I find this interesting.

And now the (ousted) President of Mali says he's alive and still in Mali...and worse off:
Quote from: BBC
Ecowas has announced that it had put regional troops on standby in case military intervention becomes necessary.
We may be seeing an international intervention to put down this coup after all.

8
Previous Topics Related To This Game Project:
*Help in Creating Middle Eastern Game
*Representing Democracy In Video Games

I decided to start this topic because these two threads were inactive...and the name given to these two threads might not attract the necessary "hype" needed to make the game attractive for other people to play.

"Diwaniyah" is...exactly as the thread title claim it is. It's heavily inspired by Hidden Agenda, even copying its original premise of the game: you overthrew a unpopular dictator hated by everyone and took over. Diwaniyah is not a real country...it's a combination of several Middle Eastern "republics" such as Iraq, Iran, Syria, Libya, Egypt, etc, just like how Chimerica is a combination of Haiti, Nicaragua, Guatemala, El Salvador, Cuba, etc. Unlike Hidden Agenda though, your own regime starts off very unpopular, and there's a dedicated insurgency trying to take you out. You also don't preside over a democracy-in-transition; Diwaniyah is a one-party government ruled by the Arab Socialist Union...however, you can decide to slowly liberalize your regime.

I'm probably thinking of creating a demo showing the first couple of issues you can deal with, but until then, here are the Six "Native" Factions you have to deal with when you're running Diwaniyah (there's also three superpowers that can intervene in the affairs of Diwaniyah as well: USA, USSR, and the 'Arab Street'...but they're honestly self-explanatory).

Spoiler: Islamists (click to show/hide)
EDIT: I am considering changing the name of the "Islamist" faction to the "Religious" faction though...
EDIT2: Decided to change the "Islamist" faction to the "Al-Shari'ah Group" ("an self-styled apolitical organization dedicated to ensuring that the Diwaniyah Republic adopted Islamic practices and norms").

Spoiler: Aristocracy (click to show/hide)

Spoiler: Intellectuals (click to show/hide)

Spoiler: Military (click to show/hide)

Spoiler: Hardliners (click to show/hide)

Spoiler: Populists (click to show/hide)

9
Creative Projects / Reducing the Omnipotence of Writers
« on: December 24, 2011, 09:22:06 pm »
In most stories, the Writer is God. What this mean is that, whatever the writer wants to happen in his story, it happens in his story. If the writer wants an asteroid to hit Earth, it will. If the writer wants the main character to sleep with everyone else, he/she will. And so forth.

That's fine...except when you, the reader, read the story the writer wrote. Knowing that "Writer is God" makes the story seems...pointless. You know everything that happened only happened because the writer wanted it to happen. None of the characters deserve or "earned" anything that happened to them; none of the characters is responsible for their actions or their reactions. Everyone and everything serve as merely puppets of the writer. As a result, the story falls flat. Any characterization, any plot, any word is to be trashed out of existence because the writer chosen the characterization, the plot, the word. So nothing is immune from criticism, and nobody can enjoy a plot on its merits because that plot...disappears in a poof of postmodern literary criticism.

Is there a way to limit the omnipotence of writers then? To make it so that the writers is not in control of the story, thereby making the story more compelling to read (since you know the writer isn't responsible for the course of the plot)?  Writer omnipotence could possibly be eliminated if, say, the writer let characters' actions be determined by a variety of other actions unrelated to what the writer "wants" the character to do (example: coin flips, random generation, even just previous characterization guiding future actions)...but is it 1) practical and 2) able to work?

10
General Discussion / Do you need to be sane to conduct terrorism?
« on: November 30, 2011, 06:33:20 pm »
Anders Behring Breivik, the Norway shooter, was found to be insane.

This...troubled me. The Norway shooter was an example of Lone Wolf terrorism at the finest; he conducted a car bomb as a distraction for his main attack, killed more people than the Unabomber in a shorter period of time, and got his message across. But, in my previous research on terrorism, I excluded acts by entities deemed to be "insane". So if I stick with my original qualification that you have to be sane to conduct terrorism, Breivik wouldn't be a terrorist. But...I feel uncomfortable with this designation...and it seems to be a slap on the face for this man's "efforts".

Terrorism is defined in the GTD as
Quote
an intentional act of violence or threat of violence by a non-state actor that meets two of the following three criteria:

*The violent act was aimed at attaining a political, economic, religious, or social goal;
*The violent act included evidence of an intention to coerce, intimidate, or convey some other message to a larger audience (or audiences) other than the immediate victims; and
*The violent act was outside the precepts of International Humanitarian Law.

Nothing in this definition implies that the non-state actor has to be sane at the time of attack, and in fact, the GTD included one attack by Russell Watson who was later found insane. But I always felt that if you were insane, you weren't control of your actions, and that therefore means you couldn't do terrorism (so I excluded Russell Watson).

Since I'm torn as how to interpret the Norway shooting in light of Breivik's newfound insanity defense, I might as well ask the Bay12 community whether sanity is a necessary prerequisite to conducting terrorism or if it is not necessary at all. (A third option may be that as insanity is a legal concept, it could be disregarded as the government is not impartial when determining if someone is insane or not.)

11
Creative Projects / Alternate Alpha Complexes - A PARANOIA resource
« on: November 08, 2011, 11:21:26 pm »
Quote
(cross-posted from Mongoose Publishing Forums and Paranoia-Live so that you don't have to go there to see this post)

Alright then, I hope what I am doing is allowed and tolerated, because I'm still a little hesitant.

There has been hints of other Alpha Complexes existing outside of the Alpha Complex the players are in. This serves as a useful mission hook for players, as well as the basis for the mysterious "Spy for another Alpha Complex" society. The problem is that these hints are...usually just that. There has not been, to my knowledge, a supplement made about these other Alpha Complexes. There is, of course, Brave New Complex which may be eventually published in the future, but that seems to be focused on providing new settings for people to play PARANOIA in, as opposed to adding new background for a pre-existing PARANOIA campaign.

This made me realize that despite the fact that there was no actual supplement about other Alpha Complexes, alternate Complexes were in fact made. The published mission "Sweep of Unhistory" had a couple of these complexes for instance. So did fan-made missions like Alphacology. Or even Flashback's Alpha Complexities. They just had to be...complied into one resource for easy access.

Which is why I made this website called "Alternate Alpha Complexes" so that other people can know about these complexes and use them in their own PARANOIA setting. When 'extracting' complexes from published Mongoose books, I try to scrub out any information that is unique to the book/mission (to encourage people to buy said book/mission) while still retaining the inherent idea of the complex. I probably went overboard in citation, in the sense that if the book had an idea that I then converted into a complex, I cited that book as being its originator even if the complex itself was not present or named in said book. It's better to be safe than sorry.

Again, still not sure if it is such a great idea, and I am afraid of stepping on Mongoose's toes, but I felt such a resource is necessary to make alternate Alpha Complexes more likely to be used and that if I do not do it, then nobody else will.

The website:
https://sites.google.com/site/alternatealphacomplex/

EDIT: I should also point out that I plan on updating this site when I find more Alpha Complexes online or are able to extract more Complexes from PARANOIA missions/supplements made by Famous Game Designers.

When I wrote this post on Sept. 28th 2011, I had 19 to 20 complexes completed. Now there are 25 complexes on that website, and more in the pipeline...after I find time to write them. I made this topic because I want to know if anyone here also know of Alpha Complexes that I may have missed and need to add onto the website. I want to make this website as comphremsive as possible, so that anybody who wants to find a new Complex to add to his PARANOIA game can go here to find inspiration.

Thanks in advance for reading this website and giving me advice.

12
General Discussion / Adjectives and Adjective Causes
« on: September 07, 2011, 09:38:19 am »
Quote
AGENTS of the Stasi could only have dreamed of the equipment that powered Col. Muammar el-Qaddafi’s apparatus. The monitoring of messages, mails and chats — no communications seemed beyond the reach of the colonel.

What is even more surprising is where Colonel Qaddafi got his gear: companies from France, South Africa and other countries. Narus met with Colonel Qaddafi’s people just as the protests were getting under way, but shied away from striking a deal. As Narus had supplied technology to Egypt and Saudi Arabia, it was probably a matter of relations, not ethics.

Amid the cheerleading over events in the Middle East, it’s easy to forget the uses of technology. In addition to the narrative celebrating how Facebook and Twitter have enabled movements around the world, we need to confront another tale: how companies have helped suppress them.

Libya is only the latest place where technology has turned up. Activists arrested and later released in Bahrain report being presented with transcripts of their own messages — a capacity their government acquired through equipment from Siemens, the industrial giant, and maintained by Nokia Siemens Networks, and Trovicor, another company.

Earlier this year, after storming the police headquarters in Egypt, activists discovered that the government had been using a trial version of a tool that allowed them to eavesdrop on conversations, widely believed to be safe from wiretapping.

And it’s not just technology; some companies supply dictators with solutions to block sites. A report by OpenNet Initiative revealed that Netsweeper together with companies Websense and McAfee have developed programs to meet most of the needs of governments in the Middle East and North Africa — in Websense’s case, despite promises not to supply its technology to governments.

The government ruling the United States, the world’s defender of “freedom,” has little to say about such complicity. Though Hillary Rodham Clinton often speaks publicly on the subject, she has yet to address how companies from her country undermine her goal. In December the State Department gave Cisco an award in recognition of its “citizenship.”

Such reticence may not be accidental, since many of these tools were first developed for enforcement and agencies. Policy makers are therefore in a delicate spot. It is hard to rein in the companies they have nurtured; it is also hard to resist the argument from regimes that they need such technologies to monitor extremists. It’s getting harder to ignore the fact that extremists aren’t the only ones under surveillance.

The response is to ban the export of such technologies to governments. But as long as states continue using technologies themselves, sanctions won’t eliminate the problem — the supply will always find a way to meet the demand. Dictators are still welcome in Washington: it’s a good bet that much of the spying done in Egypt was done with the support of his allies.

What we need is a recognition that reliance on technology is undermining freedom in places where the system provides little protection. That recognition should fuel restrictions on the sector, including a reconsideration of the extent to which it needs technology in our world.

As countries like Belarus, Iran and Myanmar digest the lessons of the Spring, their demand for technology will grow. Tools could undermine the “freedom” agenda in the same way exports undermine initiatives. How many activists would trust the pronouncements of governments again?

Evgeny Morozov is a scholar at Stanford University and the author of “The Delusion: The Side of Freedom.”

Original Source

I have stripped most of the adjectives and adjective clauses in this paper to make a point. The article makes little, if any sense, if you do not have these adjectives and adjective clauses describing and telling you about all these nouns that it is naming. The problem is that some of these adjectives are really opinions in disguise: words like "repressive", "global", "eccentric", "freedom", "rosy", "Western", etc. and were considered so common that they required no backing, explanation, or even evidence to "prove" their truth. Could adjectives be overused, in the sense that they excuse the writer from defending his point?

13
General Discussion / The "Moderate" Extermist
« on: August 23, 2011, 05:15:39 pm »
Please excuse me for writing this extremely long-winded post to make a (possibly dumb) point. If I know how to summarize what I written, I would have done it. :P Anyway, please critique as appropriate and point out what errors I may have made when typing this out.
Spoiler (click to show/hide)

14
Curses / Conservative Crime Squad, Take 3
« on: August 19, 2011, 01:41:01 am »
...of course, because I'm busy with so many projects other than the CCS, I haven't really done a whole lot. But I do have at least a list of laws to tease you with, and since I knew that the previous two threads were blown up over The Issues rather than the mechanics of the game, I decide that it's probably better for me to release what I have right now. Also, building up hype might force me to show more work on this project...I hope. Maybe. :(

I also might want to check with the LCS forum to see if it is a good idea to introduce a different mechanic over elections that would differ from that of LCS. In LCS, you get to see the exact number of Senators and Representatives that are in each political alignment, but I am concerned that I might not have the ability to code in such a mechanic with the limited knowledge I have over the "Choice of" engine. Instead, I'm thinking of modeling a "Median Senator/Representative for both the House and the Senate, which will help bias the Senate or House in one direction or another. In addition, national propositions would be removed, but instead the House and Senate to be much more responsive to public opinion, with this Median Congressman providing a check to ensure that Congress doesn't get too attached to the whims of the masses. This sounds like a good idea in my head, but I haven't started work coding it, and maybe the LCS forum doesn't like it, so it's best to figure out now before I invest too much time and effort into it.

Anyway, in spoilers are the Issues that will be in the first edition of the CCS game. Other Issues may be added in after the game is released. There is no such thing as an extreme L++, like there is a C++ for LCS. The LCS and the CCS start off already active...if the LCS succeeds in making all of the laws L+, they win the game.
Spoiler: Issues (click to show/hide)

15
Quote from: Troy
TAVKA-OKH is quite unlike any other wargame, in fact I’m not even sure it is a wargame. STAVKA-OKH is a game that is partly about strategy, partly about percentages, but really about decision making, player identity and the verdicts of history.

You can play a game in a matter of minutes, so I recommend you do so before you finish reading this post. It’s free. Read the rules carefully, since it’s an odd game.

First, you are a senior general in one of the totalitarian armies on the Eastern Front; the game chooses for you when you start up. You don’t assign the forces that are given to you – you only choose between three possible plans of attack. Each of these plans has a strength or a weakness strategically depending on the enemy plan, and each has different odds of being overruled entirely by the dictator.

So, the only real choice you make that can decide the outcome of the war can be regularly invalidated by your political master. Any decisions you make are contingent.

Success earns you glory, failure costs glory – unless the dictator has overridden your plan. If it’s his bright idea, then he reaps the rewards or penalties. If you think the Germans are going to steamroll you anyway, pick a plan you know Stalin will hate and let him look like a loser. And then you turn the war around with your genius. Right?

This is where the game gets even messier. If you take the role of your general seriously, there are two other variables to consider. First, do you support the party or not – doing so will add to your glory, failing to do so will subtract but each of these will also have an impact on the other variable, the verdict of history which is laid out at the bottom of the screen in each turn. If you take your “character” seriously, winning the war might not be enough or even what you want to happen. Because the war carries on around you.

Failing to win the war could lead to an honorable retirement. Or you could be hanged for war crimes. If you win the war, your politics might lead to you getting purged or exiled. Or maybe you become the heir to a brutal dictatorship responsible for genocide – the game never fails to remind you that Volga Germans and Crimean Tatars and millions of Jews and Poles and other Slavs are being killed. There are tallies for civilian casualties as well as military ones. A quick victory is in everyone’s interest, of course, but a gamble that fails will probably lead to your own head on the block.

Rod is one of those guys who loves the question of ethics in wargames. Be clear – there are no ethical choices to make here. If you try to waffle and try to avoid calling attention to yourself, you will avoid the hangman’s noose and the sword of Damocles, but you will also prolong the war leading to tens of millions of more deaths. If you fight well, but lose, you might be seen as a Rommel, I suppose – a general who avoided politics, but then Rommel didn’t survive the war, did he?

So we play a general, who ultimately has only the power of suggestion, being judged on the success or failure of plans he did not choose to begin with or approve in the end. And all around him is murder and savagery and criminality. But the war must be fought and the war must be won, or at least lost with energy.

STAVKA-OKH is not a game that I will come back to a lot. It’s an interesting experiment, and it’s cool to see the optional futures change as I gamble with my full throated support for the madman in power. And, like a lot of wargamers, I like to see how quickly I can get to Berlin or Moscow. It’s not a difficult game to win, and I think it’s easier to win if you just keep supporting the party, but that may just be my own luck.

But I felt a little dirty when Hitler said I could take over when he was gone.

Review: http://flashofsteel.com/index.php/2011/07/15/stavka-okh/
Game: http://www.rodvik.com/rodgames/STAVKA-OKH.html

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