<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Matrix Game --> <!--X-From-R13: Zvat <Y.Z.Zb-94Nfghqrag.yobeb.np.hx> --> <!--X-Date: Mon, 18 Jan 1999 03:59:51 -0800 --> <!--X-Message-Id: Pine.SOL.3.96.990118115043.14826A-100000@sun-cc203 --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Matrix Game</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:K.L.Lo-94#student,lboro.ac.uk"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00215.html">Previous</a> | <a href="msg00217.html">Next</a> ] Thread: [ <a href="msg00220.html">Previous</a> | <a href="msg00214.html">Next</a> ] Index: [ <A HREF="author.html#00216">Author</A> | <A HREF="#00216">Date</A> | <A HREF="thread.html#00216">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Matrix Game</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: Mud-dev <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Matrix Game</LI> <LI><em>From</em>: Ling <<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>></LI> <LI><em>Date</em>: Mon, 18 Jan 1999 11:59:30 +0000 (BST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> May interest those with (or wanna have) a strategic simulation in their muds. The first paragraph below sums it up quite neatly. Has been edited slightly. | Ling Lo (aka Lethargic Lad) _O_O_ kllo#iee,org ---<begin>--- From: paul_hayes#my-dejanews,com Newsgroups: rec.games.design Subject: Re: ANNOUNCE: Matrix gaming newsletter (long) Date: Mon, 18 Jan 1999 08:29:26 GMT What is a matrix game?? The Origins Of Matrix Games Matrix Games were invented by Chris Engle, an American psyciatric social worker who plays wargames. He began to develop the concept that became Matrix Games in 1988 because he wanted to create a system by which it was possible for a player to "role-play" an entire country. He was told that he would have to use a number-based system if he wanted something that would work, but he felt that this essentially missed the point. What he wanted was system that reflected the intangible aspects of a nation such as its culture, beliefs, and perceptions of itself; in essence a model of a nation's "character". Taking as his starting point the work of Emmanuel Kant, Chris began to develop a "matrix" of words that would form the framework for his "model". To this he added George Hegel's idea that argument and counter-argument (thesis and antithesis) lead to a synthesis or consensus of ideas. Thus the basic idea of the Matrix Game was formulated. Like all good ideas, the Matrix Game is very simple in concept, but has huge potential in that it can be adapted to fit almost every wargame. It is particularly suited to dealing with the politico-military aspects of campaigns, but can also be used to resolve any aspect of combat if the participants have open minds and the ability to think rationally. ------------------------------------------------------------------------------- The Matrix The main component of a Matrix Game is a set of "cues" which form the "Matrix". In a basic Matrix Game these "cues" are: AMBUSH ANGER BATTLE CRY FATIGUED FEAR FORCE MARCH HALT LARGE FORMATION LOVE MORALE INCREASES/DECREASES MOTIVATION NORMAL MARCH OPEN BATTLE RALLY RECRUIT/DESERT REST/PREPARE RETREAT ROUT SHAME SKIRMISH SMALL FORMATION SUPPLY LINES TACTICAL ADVANTAGE TERRAIN EFFECT VICTORY/DEFEAT WEATHER EFFECT WILD CARD N.B. Additional "cues" can be added to the basic "matrix" if required, but in most cases this will not be necessary. During the course of a game-turn the players select up to five "cues" from the "Matrix", and these form the basis of an "argument". Constructing An Argument There are some cynics who, having seen this stage of a Matrix Game in progress, have stated that this was the ideal game for wargamers because they love arguing ... and for once the ability to present a good argument actually does confer a positive advantage to a player. In the Matrix Game, however, the "argument" is not about the rules; it is one of the rule mechanisms! The "argument" should be structured in such a way as to meet the following criteria; namely it should contain an ACTION, a RESULT, and up to three REASONS, and that these elements should normally be drawn from the "Matrix". Example 1: ACTION: "I will FORCE MARCH my troops towards the enemy and RESULT: bring their forces to OPEN BATTLE. I can do this because REASON 1: my troops are REST(/PREPARE)ED, REASON 2: I have the TACTICAL ADVANTAGE because they are not expecting me to do this, and REASON 3: my troops LOVE their country." Example 2: REASON 1: "Because the enemy has a LARGE FORMATION near me capital city and REASON 2: is threatening to cut my SUPPLY LINES, REASON 3: thus forcing me to admit (VICTORY/)DEFEAT, ACTION: I intend to use the mountain passes known only to my troops (TERRAIN EFFECT) to allow me to outflank the enemy forces guarding the frontier and RESULT: make a surprise attack upon the enemy's homeland, thus forcing them to RETREAT." Example 3: REASON 1: "Although I have a SMALLer FORMATION of troops than the enemy, RESULT: I intend to (VICTORY/)DEFEAT them ACTION: by attacking (OPEN BATTLE) their forces REASON 2: in the jungle during the monsoon season (WEATHER EFFECT). REASON3: I can do this because they are not expecting to have to fight at this time of year (TACTICAL ADVANTAGE)." All three of these examples show how, with a bit of imagination and rational thinking, it is possible to present very persuasive "arguments" as to what should happen in the next game-turn. Resolving Arguments Once each player has presented their "argument" for a game-turn to the Umpire, the latter must decide which of the "arguments" will be successful. This can be done in a variety of ways, but the most widely used method is by dice-throw. In this case the Umpire judges whether a particular "argument" is Very Strong, Strong, Average, Weak, Very Weak, or Stupid and then throws a D6. The result is then read from the Argument Success Table shown below. The only exceptions to this are: When two or more players present "arguments" that are incompatible (e.g. they both argue that their forces will receive the only available supplies next turn). In this case both sides throw a D6, and the higher scoring "argument" is successful and the other fails. If both throw the same score, they keep throwing D6s until one side prevails. When two or more players present "arguments" that are the same (e.g. they argue that a particular unit should be sent into a specific area of province). In this case the "arguments" MUST be successful, unless it is incompatible with another "argument", in which case it is resolved by dice throws as shown above. Argument Success Table: Strength Of Argument Dice Score To Be Successful Very Strong Argument 6, 5, 4, 3, 2 Strong Argument 6, 5, 4, 3 Average Argument 6, 5, 4 Weak Argument 6, 5 Very Weak Argument 6 Stupid Argument No Roll Once it has been decided which of the "arguments" presented by players have been successful and which have not then any resulting combat takes place and all changes in status are recorded by the Umpire. Play then moves on to the next game-turn. Trying A Matrix Game It is hoped that this brief outline has imparted some idea about how to play a Matrix Game, but the only sure-fire way to really understand how one works is to play one. As Chris Engle says:"The describe a method for deciding the outcome of events rather than telling the players what the possible outcomes are. The methods are simple to learn and easy to play, but yield a nearly infinite variety of potential outcomes." List Of Published Matrix Games At present the number of Matrix Games so far created is limited, but the list of Matrix Games written to date includes: Banana Republic - Chris Engle (1988) Russian Civil War - Chris Engle (1988) Viking Raid - Chris Engle (1989) Quest For The Holy Grail - Chris Engle (1989) Solidarity: The Decline Of Communism - Chris Engle (1990)# Save Gordon! - Chris Engle (1990)*#~ Swashbucklers - Chris Engle (1990)# Peninsular Campaign 1809 - Chris Engle (1991)*# Bonnie Prince Charlie - Chris Engle (1991)* Blood Eagle - Howard Whitehouse (1991)# French Revolution - Chris Engle (1992)# The Invasion Of Russia 1812 - Chris Engle (1992)* Bannockburn - Chris Engle (1992)* 1494! - Chris Engle (1992)* Blenheim - Chris Engle (1992)* March To The Sea - Chris Engle (1992)* Zulu! - Chris Engle (1992) The Balkan League 1912 & 1913 - Bob Cordery (1992)#~ Crusade - Tm Price (1992)~ Austerlitz1805 - Chris Engle (1993)# Death At Sea - Chris Engle (1993)# Et Tu Brutus - Chris Engle (1993)# Chaoslavia - Tim Price (1993)~ Arguments Of World War II - Marcus Watney (1993) Robin Hood - Chris Engle (1994) The Crimean War - Chris Engle (1994)~ King Solomon's Mine - Chris Engle (1995) The Sun King - Chris Engle (1995) Viva La Muerta! - Bob Cordery (1995)~ Scotland The Brave - Chris Engle (1995) On Killing - Chris Engle (1997)~ Richard III - Tim Price (1998)~ All the Matrix Games that are marked with a "*" were published in 1992 as part of Chris Engle's Campaign In A Day booklet; all those marked with a "#" were published in EGG (the Experimental Games Group newsletter); and all those marked with a "~" were published in The NUGGET, the journal of Wargames Developments ---<fini>--- </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00215.html">[MUD-Dev] Re: mobile movement</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00217.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00220.html">[MUD-Dev] ADMIN: List server and Kanga.Nu host changes</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00214.html">[MUD-Dev] Re: Reputations, More Mazes</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00216"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00216"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: Sockets and fibers</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00226" HREF="msg00226.html">[MUD-Dev] Re: Sockets and fibers</A></strong>, Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Wed 20 Jan 1999, 17:26 GMT </LI> <LI><strong><A NAME="00227" HREF="msg00227.html">[MUD-Dev] Re: Sockets and fibers</A></strong>, Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Wed 20 Jan 1999, 17:55 GMT </LI> </ul> </LI> <LI><strong><A NAME="00224" HREF="msg00224.html">[MUD-Dev] Graphic design doc</A></strong>, Thinus Barnard <a href="mailto:thinus_barnard#bigfoot,com">thinus_barnard#bigfoot,com</a>, Wed 20 Jan 1999, 16:29 GMT <LI><strong><A NAME="00220" HREF="msg00220.html">[MUD-Dev] ADMIN: List server and Kanga.Nu host changes</A></strong>, J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 20 Jan 1999, 05:31 GMT <LI><strong><A NAME="00216" HREF="msg00216.html">[MUD-Dev] Matrix Game</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Mon 18 Jan 1999, 11:59 GMT <LI><strong><A NAME="00214" HREF="msg00214.html">[MUD-Dev] Re: Reputations, More Mazes</A></strong>, Eli Stevens (KiZurich) <a href="mailto:c718157#showme,missouri.edu">c718157#showme,missouri.edu</a>, Sun 17 Jan 1999, 09:26 GMT <LI><strong><A NAME="00211" HREF="msg00211.html">[MUD-Dev] From Devmud: Database module, draft 3</A></strong>, Greg Connor <a href="mailto:gconnor#nekodojo,org">gconnor#nekodojo,org</a>, Sun 17 Jan 1999, 02:35 GMT <LI><strong><A NAME="00197" HREF="msg00197.html">[MUD-Dev] Re: Levels versus Skills</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 16 Jan 1999, 00:19 GMT <UL> <LI><strong><A NAME="00198" HREF="msg00198.html">[MUD-Dev] Re: Levels versus Skills</A></strong>, Petri Virkkula <a href="mailto:pvirkkul#iki,fi">pvirkkul#iki,fi</a>, Sat 16 Jan 1999, 01:16 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>