Is anyone intested in play-testing a Diplomacy variant that incorporates several variants? I was working on one but would only take it to completion if I can get some interested folks.
Here is how the variant goes: it's a five player variant (France, England, Austria, Spain, Denmark/Sweden) set in early 17th century Europe that utilizes Classic Payola rules and Royale rules (with modifications), and other minor rules that take into consideration, as an example, unit strengths (which are kept secret as in Stratego) and which can be affected by combat, terrain, and winter conditions. Other rules involve variable supply center values and restrictions on naval movements. The Royale rules, suitable to the setting, will allow players to manage a dynastic family (Austrian Habsburg, Spanish Habsburg, Bourbon, Oldenburg/Vasa, Stuart) and use arranged marriages to secure treaties that are enforced by the GM, and to establish build sites through titles. The Payola rules allow for the control of neutral (German and Italian states) and non-neutral units on the board with bribes. With the variable strengths of units, players will know the position of other units on the board but not the strengths (unless revealed through communications or demanded in a treaty). Adds an element of "fog of war".
Another idea I would like to incorporate is that of objectives. In standard Diplomacy things sometime appear to happen spontaneously at the beginning. With objectives, a player can try to meet the objectives some time during the course of the game to improve chances of victory. Objectives would come in the form of public (known to all players) and secret (GM determined objective not revealed to the other players). An objective would be something as simple as securing an alliance with another player or dominating the movement of a neutral unit with bribes throughout the game, to something more difficult such as acquiring and holding a province by succession or by force. Victory is measured in victory points which are acquired throughout the course of the game and modified by the gain or loss of supply centers, making of treaties, and successful completion of objectives. Game concludes when a player reaches a certain number of victory points or by a time limit.
Anyhow, this is how it will go, and if I can get some responses from interested players, I will push this to completion, have a map ready, and all the rules laid out within several weeks or so; and then give it a go with GMing it.
Thanks for your attention to this.
Matthew