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- Six and half centuries ago, the kingdoms of England
- and France had a minor disagreement about the true
- successor to the throne of France. When they
- couldn't settle this dispute amicably, they did
- what any self-respecting medieval royalty would do.
- They went to war.
-
- Thus started one of history's greatest conflicts --
- the Hundred Years War.
-
- The Stuff Gamers Dream Of
-
- In actual fact, the Hundred Years War wasn't really
- a war at all but a series of battles, sieges, and
- minor invasions that see-sawed back and forth for
- 116 years (1337-1453) without any real winner
- emerging.
-
- While the war was technically between two kingdoms,
- many of the campaigns were conducted by the
- nobility, each with differing personal agendas and
- shifting loyalties. With so many variables there
- are an almost unlimited number of tactical or
- strategic possibilities that could change the
- course of history. It's the stuff of scholarly
- debates and deep philosophical discussion. And it'd
- make a really cool computer game.
-
- Historian Al Nofi recognized the potential while
- researching this period many years ago. So did
- renowned war game designer James Dunnigan and
- programmer Dan Masterson. When they teamed up to
- create a multi-player simulation, the stuff of
- history became the stuff gamers dream of -- The
- Hundred Years War, called HYW by aficiandos -- here
- on GEnie.
-
- What It Isn't
-
- HYW is not easily labelled. It's not a typical war
- game, but contains elements of conventional
- wargames with armies, battles, sieges, and movement
- conducted on a hexagonal grid map of medieval
- Europe. It isn't a typical PBEM (Play-by-Email),
- but the Bulletin Board and GE Mail are used
- extensively by player characters to conduct private
- and public Court business. It isn't a Fantasy Role
- Playing Game, but players assume the identity of
- real characters with numerically-ranked
- characteristics and skills. It isn't a military or
- historical simulation, an interactive adventure,
- political conquest or a bookshelf board game. But
- it contains elements from each of these genres.
-
- So what is HYW, exactly? To quote from the game's
- documentation, it's a "multi-generational
- simulation in which your character will age and die
- over time to be replaced by one of the children you
- have sired. It includes an economic war of nerves
- against rebellious peasants and land-grabbing
- peers, political maneuvering to gain Royal favor,
- with the ultimate objective of improving your power
- base, through marriage, conquest, and wise
- alliances."
-
- HYW is as much fun as it is unique. It's easy to
- play; difficult to master.
-
- What It Is
-
- There are up to four individual games running at
- any given time that can take anywhere from a few
- weeks to several months to complete. Each game
- employs seasonal 'turns' that span 90 game-days and
- is updated daily (for the fast games) or bi-weekly
- (for the slow games). New games start almost every
- month, and are often preceded by a Free Weekend
- where GEnie waives standard hourly connect charges
- for players.
-
- Players assume or are assigned the identity of one
- of 107 French, English or 'Other' nobles -- real
- characters taken from the pages of history with
- historically accurate land holdings, wealth and
- power. Players can also volunteer to play the
- French and English King and Crown Prince.
-
- Following election of the kings (which is conducted
- on the Bulletin Board) players swear allegiance to
- their respective monarchs with the hope of gaining
- Court positions, fame and fortune. Or they can
- choose to go it alone, selling their loyalty and
- their armies to the highest bidder.
-
- Each of the 107 Player Characters (PCs) has certain
- land holdings (called fiefs) for which they are
- responsible. The player can set taxes and adjust
- the amount of money spent in each fief on Keep
- level, Garrison, Officials, and Infrastructure. The
- balance of taxation to spending determines how
- successful the fief will be: Tax too much or spend
- too little, and you'll have a rebellion to put
- down.
-
- A Cast of Thousands
-
- In addition to the Player Characters, there are
- roughly 6000 NPCs (Non-Player Characters) in the
- game. These NPCs can be hired and assigned to act
- as bailiffs to help manage fiefs, army commanders
- to help conduct sieges and quell rebellions, even
- spies or assassins to perform political dirty
- deeds.
-
- Some NPCs are special. They are the Player
- Characters' family members and are eligible for
- marriage (or seduction). One especially unique
- feature of HYW is that characters grow old, get ill
- and die. When that happens to a PC, players can
- choose to assume the identity of any other member
- of their family. As long as there are sons or
- daughters, or a surviving spouse, the family
- survives and the player continues playing.
-
- Both PCs and NPCs possess individual
- characteristics and skills that affect how well or
- poorly they perform various tasks. A character with
- strong characteristics and lousy skills won't
- perform as well as one with average characteristics
- and great skills. The trick is to find NPCs with
- the best of both, whether for marriage or for hire.
-
- All game actions -- from invading a fief or raising
- an army, to proposing marriage or sending messages
- -- are performed using a system of menus. Some
- actions, like travel, are immediate; others aren't
- completed until the turn is updated.
-
- Travel is accomplished with the aid of a simple
- ASCII display of a player's existing location and
- surrounding fiefs. Each compass direction is
- assigned a number and movement is a matter of
- entering that number from the keyboard. Without a
- map, however, it's easy to get hopelessly lost. HYW
- is a BIG game.
-
- More Than Menus and Moves
-
- The Bulletin Board is an integral part of the game.
- All public and political communication between
- Nobles is conducted there. Players use it to hold
- elections, plan campaigns, plot assassinations and
- kidnappings, exchange insults, look for mates,
- declare allegiances, and borrow money -- all IC (in
- character), of course.
-
- As Karen, the HYW Dean of Heralds, posted recently:
- "This a simulation of 14th century Europe and is
- more often than not a game of politics and
- personalities, not just menu moves." You can raise
- an army and take a fief, but the Bulletin Board
- will determine how successful you are at holding on
- to what you've got.
-
- Players looking for a little extra-curricular
- online interactive activity should check out the
- Interactive Court. There, they can chat with other
- players, play games of chance, engage in duels,
- take part in jousting tournaments, quaff some ale
- or get into brawls. A simple but flexible list of
- Conference-type commands affords a unique
- opportunity for role-playing.
-
- Looking For Help in all the Right Places
-
- Game mechanics in HYW are simple. New players can
- just jump right in and have fun learning as they
- go, but the underlying rules and options are quite
- extensive. It's advisable at some point to download
- the current documentation and one of the many maps
- from the Software Library.
-
- There are other forms of assistance. Game Heralds
- are almost always online and are willing to help
- with virtually any question or problem a player may
- have. There are regular Real-Time Conferences
- (RTC), weekly Gatherings held in the Interactive
- Court in each game, and the HYW Help Desk every
- Saturday at 3PM Eastern time in Room 2 of the RTC
- area.
-
- Windows users can benefit from a Windows Help File
- (File 625 HYWHELP1.ZIP), available as a free
- download by selecting menu item #5 (Game Documents)
- on Page 946. And a Windows-based Graphics Front-End
- is planned for beta release this month.
-
- Everyone's a Winner, Babe
-
- One of history's greatest conflicts has become one
- of GEnie's greatest online games. The original
- conflict took 116 years and ended without a winner;
- by contrast, the online game only takes a few weeks
- to complete, and everyone's a winner!
-