TribeNet
Publishers | TribeNet |
---|---|
Years active | 1985 to present |
Genres | play-by-mail |
Languages | English |
Playing time | no limit |
Materials required | Instructions, order sheets, turn results, paper, pencil |
Media type | |
Website | https://tribenet.com.au/ |
TribeNet is an open-ended, medieval fantasy, play-by-email (PBEM) game. It was first published in the mid-1980s in Australia as a hand-moderated play-by-mail (PBM) game. After multiple gamemaster changes in the 1990s, Peter Rzechorzek took over as gamemaster in 1997, at which point the game transitioned from postal mail to email. Since inception, the game expanded from the initial continent available for gameplay, adding additional continents such as Cyberia and Pelagoria.
The game is set in a context similar to Europe's Bronze or Iron Age where players are organized into clans or tribes. There are no preset character types and players can choose how to gameplay their tribes with tasks such as mining or exploring.
History and development
In the mid-1980s, TribeNet launched as a PBM game in Australia, hand-moderated by Jeff Perkins, drawing players from the Diplomacy and wargaming clubs of some of its major cities.[1] Various people rotated through as gamemaster until 1997 when Peter Rzechorzek assumed the role.[2] Eventually, the game shifted to a play-by-email (PBEM) version.[2] In 2004, the game had 95 players.[3] In 2010 a new version of the game was launched.[2]
The first continent in 1985 was Pi, designed by Perkins.[1] Perkins introduced another continent within the next few years.[1] All new players started on this continent.[1] In 2004, a third continent was launched.[3] In 2005, a five-island set was added under the name Pelagoria.[4] Additional continents added include Anneland, Groland, Cyberia, and Tresmania.[1]
Gameplay
TribeNet occurs in a context similar to western Europe's Bronze or Iron Age.[5] Players are organized into clans and smaller tribes which can be used to accomplish various tasks such as mining or exploring.[5] Gameplay focuses on "strategic thinking and positioning, tactical planning, political alliance and military and economic development".[6] Development of villages enables more refined skills such as Distilling, Apiarism, and others.[6] There are no character types and players may gameplay clans and tribes in a manner of their liking, whether focused toward combat, exploration, or other.[7] The game also allows players to delve into areas including politics, economics and religion.[6]
Rzechorzek states that the game combines aspects of multiple games including Advanced Dungeons & Dragons, Civilization, Diplomacy, and Risk.[8] Diplomacy is an important part of the game, and players have the option of interacting through established Facebook groups.[9]
See also
References
- ^ a b c d e TribeNet 2021.
- ^ a b c Stanifer 2013. p. 20.
- ^ a b Flagship 2004. p. 4.
- ^ Flagship 2005. p. 6.
- ^ a b Stanifer 2013. p. 21.
- ^ a b c TribeNet 2021.
- ^ Murphy 2019. p. 20.
- ^ Rzechorzek 2019. p. 38.
- ^ Rzechorzek 2019. pp. 38–39.
Bibliography
- "Newsdesk PBM: Tribal Games" (PDF). Flagship. No. 106. Feb–Mar 2004. p. 4. Retrieved December 23, 2021.
- "Newsdesk Turn Based: Tribal" (PDF). Flagship. No. 114. June–July 2005. p. 6. Retrieved December 23, 2021.
- Murphy, Ian (August 2019). "Endless Variety of Special Hexes: A Brief Article From a Non-Traditional Player" (PDF). Suspense and Decision. No. 18. playbymail.net. pp. 20–21. Retrieved April 4, 2020.
- Rzechorzek, Peter (August 2019). "TribeNet: Looking For New Players!" (PDF). Suspense and Decision. No. 18. playbymail.net. pp. 38–39. Retrieved April 4, 2020.
- Rzechorzek, Peter (2021). "TribeNet: History". TribeNet. Retrieved December 23, 2021.
- Stanifer, Chris (August 2016). "TribeNet PBeM: A Rose Amongst Weeds" (PDF). Suspense and Decision. No. 13. playbymail.net. pp. 20–21. Retrieved April 30, 2020.
- "TribeNet: FAQs". TribeNet. 2021. Retrieved December 25, 2021.