From: bigmac@erg.sri.com (Bryan McDonald)
Subject: The Great PBM List, v2.1
Originator: bigmac@sparkyfs.erg.sri.com
Organization: CHAOS - SRI International, Menlo Park, CA, USA
Date: Sat, 11 Apr 92 09:01:50 GMT


Not much new in this one, but maybe some new input will be generated.

Bryan

The Great PBM List
------------------
Volume 2.1, April 11, 1992
Copyrighted by Bryan McDonald (bigmac@erg.sri.com)

	I reserve copyright to this list, as much as I can, that
	is.  As a holder of the copyright I am allowing unlimited
	distribution as long as it is not for profit and this
	copyright is not removed.

	DISCLAIMER: The information in this list comes from a multitude
	of sources, including players, Game Masters and owners of
	commercial companies.  I cannot be held responsible for any
	information that may be incorrect, you should contact the GM
	or Company for the most accurate information possible.

	DISCLAIMER II: This is a venture of my own, and SRI International
	has no part in it and no responsibility in it.

	DISCLAIMER III: I am no lawyer, so take these for their intent.

Now that the "legalese" is over. on to the fun stuff.  This list is hopefully
as up to date as I can keep it.  If you spot errors, please let me know.
Also, remember that I do this in my "copious" spare time, so if you send
me something, it may take a while for me to answer you.  And if you have
an opinion, send it in, but please, try to format it as I have below, no
more the 80 characters per line.  Thanks.

Also, this list is by no means anywhere near complete.  Call it a random
sampling, if you will.  I have heard acouple of comments from people
about not having all the information I ask for, and thus they do not send
anything.  Well, SEND IT! ;-)  Please, send me even bits and pieces, I am
very sure someone else who reads it will be able to help fill in the holes.

Questions asked most often:

Many people have written to ask how they get into these games.  My best
answer is to get ahold of the GM's with listed openings and ask.  My
second best answer is to _LISTEN_ in this newsgroup for people announcing
games.  Asking may work sometimes, but usually these games fill fast, so listen
closely and answering fast is your best way into a game.

Some have asked about the names of some games, specially the non-comercial
games that are e-mail versions of commercial campaigns.  You will note
commericial scenarios that have the GM's name before it, and I felt I needed
to do this to prevent confusion if I have multiple GM's using the same
scenario.  Thus, a game called "Bryan McDonald's _Realm of Undead_" is
really me running the Realm of Undead scenario.

Also, I have been getting a decent number of entries from Europe.  In
the instance of the British Isles, JANet uses a reversed domain name
convention then the NFSNet and some other nets in the Internet use.
I list all addresses as I would use them, so I have reversed the ordering.
This means that if you are reading this in England someplace, you will
need to reverse address ordering.  This is mostly for consitancy sake.
On other networks, the email addresses provided may or may not work,
worse comes to worse, let me know and I can see if I can find you a
path to use.

Other Information Sources Available:

MAGAZINES:

     American Gamer
     <ADDRESS?>

     Flagship		[$50/12 issues]
     3860 14th Avenue
     Oakland, CA 94602

     Paper Mayhem	(Game Catalog Available)
     1518 Adams Street
     Ottawa, IL 61350-4770

     Postspillion, a German PBM publication
     Contact: rschoen@mathematik.uni-ulm.de (Reinhard Schoen)

     White Dwarf	[(UK) 2.00 pounds / (US) $4.00 per issue]
     UK: Games Workshop Ltd.
         Chewton Street, Hiltop, EASTWOOD
         Nottingham, NG16 3HY
     US: Games Workshop Inc.
         3431 Benson Avenue
         Baltimore, Maryland  21227

RULE SETS:

With the authors permissions, I have started a collection of rules for
PBeM's, like the rules for 1830 and SPARF, so that people who are
interested can look through the rules for their own purposes or
in preparation for joining the games.  I have established an anonymous
ftp spool, and anyone wanting these can get them from:

   ftp.erg.sri.com:/pub/pbm

If you are submitting to me via the spool, please send me email when
you put the files into place.

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Comercial Games
	(All curency amounts are US Dollars unless otherwise noted.)

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Game:		Adventurer Kings

Type:		Fantasy War Game
Duration:	15-25ish turns
Turns:		Weekly(Email only on CIS), bi-weekly
GM:		David Snell, US

Description:	A completely computer moderated game of world conquest.
		One of its nicest features is "SAGA" the turn input/output
		program.  You can either download your turns from Compuserve,
		or receive diskmailers.  It also helps you avoid many errors.

Opinion:	An excellent game, with a lot of factors which work well
		together.  The SAGA program makes any entry errors your own,
		and Dave Snell seems to really work hard to make playing an
		enjoyable experience. Highly recommended.  Mention my name
		(Mike Minnotte) when requesting information, and we'll both
		get some free credit.  - minnotte@rice.edu (Michael Minnotte)

		Not terribly complicated, but a good fun game, made more so by
		the ease of Saga. - ry@attunix.att.com (Ryerson Schwark)

Company:	Ark Royal Games
		PO Box 6378-F
		Aloha, Oregon 97007
		Phone: 503-643-3292
		Internet address: 71750.1153@compuserve.com
		Compuserve address: 71750,1153

Alternates:	England:		Elite Games
					PO Box 374
					Harpenden, Herts
					AL5 5DA
		Holland/Germany:	The PBM Express
					PO Box 9159
					3301 AD Dordrecht
					The Netherlands
		Australia:		Roma Games
					PO BOx 1957
					Toowoomba
					QLD 4350
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Game:		Alamaze

Type:		Global conquest - Fantasy
Duration:	Roughly 30 turns <not sure>
Turns:		Optional two or four week turn around - Phone turns
		accepted
GM:		Computer moderated
Costs:		$6.00 (1st Cycle)/$7.50 (2nd Cycle).

Description:	Global conquest with roughly 1000 distinct command options.
		Players are given command of 1 of 15 races (Dragon, Elf,
		Witchlord) and victory conditions. The player must
		balance politics, economics, military and magic in order
		to be successful.

Opinions:	Would be a great game if not for very high numbers of both
		program bugs and entry errors.  As is, it was an exercise in
		utter frustration (at a fairly high price).
		- minnotte@rice.edu (Mike Minnotte)

		NOTE: I have been informed that Pegasus owns and runs this game,
		but has leased rights to it to RSI (see the next entry).
		I have been told that the 2nd Cycle is an improved version
		of the original game.
		- bigmac@erg.sri.com (Bryan McDonald)

Company:	Pegasus Productions
		<UNKNOWN>
######### ######### ######### ######### ######### ######### ######### #########
Game:		Alamaze

Type:		Global conquest - Fantasy
Duration:	Roughly 30 turns <not sure>
Turns:		Optional two or four week turn around - Phone turns
		accepted
GM:		Computer moderated
Costs:		<UNKNOWN>. Free initial game overview.

Description:	Global conquest with roughly 1000 distinct command options.
		Players are given command of 1 of 15 races (Dragon, Elf,
		Witchlord) and victory conditions. The player must
		balance politics, economics, military and magic in order
		to be successful.

Opinions:	This is a complex game; the rule book alone is ~50
		pages. There is considerable need for player interaction/team 
		games are available. A very good game of its type. RSI does an 
		excellent job at customer service.  The games may be
		pricey for some tastes.
		- stdaughney@chemical.waterloo.edu (Steve Daughney)

		NOTE: This game was originally listed as owned by Pegasus
		Productions, and RSI has bought the right to run thier
		own version.
		- bigmac@erg.sri.com (Bryan McDonald)

Company:	Reality Simulations Inc.
		P.O. Box 22400
		Tempe, AZ  85285
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Game:		Black Empire

Type:		Fantasy Empire-building
Duration:	1 turn/month
Turns:		20 turns
GM:		human
Cost:		$10.00 setup, $3.00/turn (both cheaper in Tucson)

Description:	Build an empire in a fantasy world filled with large and
		interesting armies of various races, personages, artifacts
		and spells.  Create your society to reflect your goals,
		and build your army from 90 possible unit types!  From the
		mundane Human Archers, Pikemen, and Knights; to Naval units
		like Galleys and Longships, to Centaur Knights, Ogres,
		Wind Whales and other flying units like Griffons & Dragons,
		Dinosaur Knights and Pteranodon scouts, Drawf Axemen,
		Elfin War Dogs and Walking Trees, Gnomic Slingers and
		Talking Stones, Rocs, Storm Giants, Ice Worms and Eskimos
		Militia, Orcic Spearmen and Wargriders, Amazon Guards,
		Paladins, Chaos Mutants, Werewolf Legions, Vampire Knights,
		Morlocks, even Deep Ones, Sea Serpents, Shoggoth, and
		Dolphin Scouts.  12 terrain types, 22 location types (like
		Ruined City, Dwarf Mines, Necropolis, Elf Wood, and the
		standard City), 22 metaspells, 36 ancient artifacts, 30
		neutral personages you can hire (like Sardior Dragonlord
		and Harun the Prophet), and lots more.  Great fun.

Opinion:	This is great.  A workable system for fantasy armies at
		last.  The rules set is similar to Lords Of The Earth,
		the historical empire-building pbm from Wanderer, but
		simplified to make it more fun.  I highly reccomend this
		pbm.  -- warden@triton.unm.edu <Scott Micheel>

Company:	Wanderer Games
		4858 East Second Street
		Tucson, AZ  85711
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Game:		Capitol

Type:		Space Opera
Duration:	<UNKNOWN>
Turns:		<UNKNOWN>
GM:		Computer Moderated

Description:	Strategic economic/exploration/combat/diplomatic space game.
		None of the areas is very detailed, but you you get a nice
		sampling of each. You play as part of a team against other
		teams. Between teams only limited cooperation is possible.
		Turns consist of moving resources, combat fleets and
		exploration fleets, constructing new ships and bases.
		Strategicly, combat strongly favors the attacker so there is
		lots of action. - bruno@convex.csd.uwm.edu (Bruno Wolff III)

Opinion:	Well run and good concept but very slow and very little
		diplomacy.  - minnotte@rice.edu (Michael Minnotte)

Opinion:	I enjoyed playing the game once, but was frustrated by the way
		it was run by ABM. They had a large number of data entry erors.
		They would correct turns, but because of time lags involved this
		wasn't completely satisfactory. The botched the end of the game
		and let it continue for another turn after it ended.  To play
		competively you have to be willing to split your position
		repeatedly and this will cost you lots of bucks (figure 3-4
		positions at the end for each starting position). Detailed
		team coordination is also essential for victory.
		- bruno@convex.csd.uwm.edu (Bruno Wolff III)

Company:	Adventures By Mail
		P. O. Box 436
		Cohoes, NY, 12047
		(518) 237-4870
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Game:		Duelmasters

Type:		Gladiator combat
Duration:	Completely open-ended w/advancement to higher levels
Turns:		Optional two or four week turn around - Phone turns
		accepted
GM:		Computer moderated
Costs:		$3.25 + $1.50/warrior up to a max. of 5 in an arena
		Free initial set-up and rules.

Description:	Players manage a stable of five gladiators within an
		arena context against other players. The gladiators are
		assigned an initial 70 points in 7 areas (strength, wit,
		etc.) and 14 additional points are alloted to
		personalize the warrior. Beyond this, managers are 
		responsible for training and strategy. There is also 
		considerable space in the game for role-playing and
		diplomatic interaction with other players.

Opinions:	Looks simple, but the game is brilliantly programmed
		and a continuous learning experience. Results are laser
		printed. RSI does an excellent job with customer
		service. Although the game is costly, it is very
		addictive and well worth the price.
		- stdaughney@chemical.waterloo.edu (Steve Daughney)

		Duelmasters is one of the friendliest games I've been involved
		in.  Role-playing is highly en- couraged, the Duelmasters Sponsor
		program can put beginning players ("newbies") in touch with the
		most experienced and successful managers right away, and Customer
		Service has taken a definite turnaround.  The results are
		beautifully printed, and always full of surprises.  A little on
		the expensive side (as much as $10.75/turn) but for my money,
		it's definitely worth it! - dfcleary@ucdavis.edu (Dennis Cleary) 

Company:	Reality Simulations Inc. (RSI)
		P.O. Box 22400
		Tempe, AZ  85285
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Game:		Feudal Lords

Type:		Medieval strategy
Duration:	6-12 turns.
Turns:	        2-3 week turn around.  Slow (monthly) games probably
        	available.  Turns can be sent and recieved by email.
GM:		Computer moderated.

Desc:		You are a duke trying to become King Of England after the death
		of King Arthur.  You have a limited number of orders to raise
		and move your army, build up your castle and feif.

Opinion:	Okay idea, bad execution.  Knowing which actions are good is key.
		- purtill@dimacs.rutgers.edu

Company:	Flying Buffalo Inc.
		P. O. Box 1467
		Scottsdale, AZ 85252-1467
		(602) 945-6917
		MCI: 0001138241
		CIS: 70030,240
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Game:		Hyborian War

Type:		Global conquest - Fantasy
Duration:	Roughly 30 turns <not sure>
Turns:		Optional two or four week turn around - Phone turns
		accepted
GM:		Computer moderated
Costs:		Dependent on kingdom size: $4, $6 or $8. Free initial 
		set-up and rules.

Description:	Global conquest in the world of Conan the Barbarian. Not
		nearly as comlpex as Alamaze, but still complete with 
		espionage, magic, trade, politics and war. Player 
		interaction is highly encouraged and addresses are
		supplied.

Opinions:	This is a fair but not great game. First-time players
		are often discouraged because the game can be dominated
		by veterans who have learned the ropes. Not nearly as
		enjoyable as Duelmasters. RSI customer service is
		top-notch and the results are laser printed.
		- stdaughney@chemical.waterloo.edu (Steve Daughney)

Company:	Reality Simulations Inc. (RSI)
		P.O. Box 22400
		Tempe, AZ  85285
######### ######### ######### ######### ######### ######### ######### #########
Game:		Island Takeover

Type:		Stategic simulation
Duration:	20-25 turns
Turns:		1/2/3 week turnarounds available, email turns available
GM:		unknown
Costs:		$2.50 postal turns, $1.50 email turns.  You can purchase
		a complete game for a fixed amount, $45 postal, $25 email.

Description:	Island Takeover is a territorial takeover game set on an
		island.  Between 7 and 10 players will vie for ownership of
		this island.  The game will last typically between 20 and 25
		turns.

Opinion:

Company:	Eclipse Consulting Inc.
		7701 Tamarron Drive
		Plainsboro, NJ  08536-4337
		(609) 275-1062
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Game:		Isle of Crowns

Type:		Strategy/Tactics
Duration:	20 turns.
Turns:		Bi-weekly turns. Faxes accepted.
GM:		Computer Moderated
Costs:		$4/turn, $60 for the entire game paid in advance.  Setup is
		free. No turn phone-in.

Description:	Player runs a barony on a 24-barony island.  Object is to
		control more sectors than anyone else by turn 20.  Game
		consists of armies, fortresses, outposts, walls, Captains,
		wizards, dragons, rogue races, and ships.  Game has one
		winner, with no prizes.

Opinions:	The balance of the game is excellent - maybe too good.  Lucky
		placement plays a significant role in victory, and this may
		frustrate players determined to win.  Skillful play is still
		the most significant factor, so players determined to do well
		should have no problems.  It will appeal to UCSD empire players.
		I highly recommend this game.
		- griffith@dweeb.fx.com (Jim Griffith)

Company:	Adventures By Mail
		P.O. Box 436
		Cohoes, NY  12047
		(518) 237-4870
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Game:		It's A Crime! (Gang vs. Gang)

Type:		Strategical/modern day
Duration:	36 turns or less
Turns:		Minimum 11 days per turn. Faxes accepted.
GM:		Computer Moderated
Costs:		$1.50/turn (4 orders), $3.00/turn for a double order turn
		(10 orders, competetive players will want to issue double
		order turns every turn), $1.50 extra for "extended New York
		Post reports", $1.50 extra for phoned-in orders.  Setup is
		free, first two turns are free.

Description:	Player is the leader of a 1990's New York street gang.
		City is a 100x100 grid with 500 initial gangs.  Gangs have
		a number of different orders they can issue to build their
		strength and hose rival gangs.

Opinions:	The game parameters are simplistic, because the game was
		originally intended as a test game.  The game does contain
		"magic numbers" that give an experienced player an advantage
		over an inexperienced one.  The variability of orders makes
		the game a lot of fun.  GAMES Magazine placed it in its top
		100 games a few years back.  I highly recommend it.
		- griffith@dweeb.fx.com

Opinions:	This is a decent game for people new to the pbm market to
		cut their teeth on, except for that fact that every time
		you turn around they have another $1.50 charge to hit you
		with afteradvertising that it is an inexpensive game at
		$1.50 a turn.  Being 100% computer moderated also lends
		an air of sterility to it.
		- bigmac@erg.sri.com (Bryan McDonald)

Company:	Adventures By Mail
		P.O. Box 436
		Cohoes, NY  12047
		(518) 237-4870
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Game:		Legacy Of The Panther

Type:		Wargame
Duration:	Close ended, victory conditions apply.
Turns:		Fortnightly.
GM:		Computer moderated with GM intervention when players need help.
Costs:		Approx. 1.25 pounds sterling per turn (est.).

Description:	Player owns an 'area' of land and begins at level 1. The object
		is to reach level 5 and have as many areas, troops and wealth
		as possible. A points system exists and is used to determine
		the winner of more recent games. Multiple characters are
		permitted.

Opinions: 	Excellent but expensive. Can get a little stale when the
		ability to recruit new troops is lost (at level 3) and military
		action becomes more difficult. Ruthlessness is recommended!
		- sjw@ukc.ac.uk

Company:	West Pennine Games
		15 Carr Bank Drive
		Ramsbottom
		Bury
		Lancashire
		BL0 9DG
		England
######### ######### ######### ######### ######### ######### ######### #########
Game:		Legends

Type:		Fantasy RPG
Duration:	Depends on existence of victory conditions
Turns:		2 turns/month allowed, 1 production turn/month
GM:		various (multiple games in progress)
Costs:		<UNKNOWN>

Description:	NOTE:There are two modules, both described below.

		Crowns of Avalon:  Fantasy FRP with action occuring from a
		stategic level to a personal hero level. An interesting world
		full of high adventure and political intrigue. There are a
		number of political factions, each with it's own agenda, or it
		is possible to start your own if you have enough people rallied
		around your cause. Plenty of monsters to fight, treasure to be
		won, and NPC's to convert or conquer.

		Realm of the Immortals: Same as above, but with a theme.  The
		land as it exists is in peril of being couquered by the Overlord
		who has been laying seige to various cities for anumber of years.
		The Overlord is generally a nasty person, being concerned with
		raising undead armies and sending them against his enemies.

Opinion:	Great game. Plenty of options and directions you can 
		choose for your City/Town/Adventurer Party/Epic Hero.
		Although busy, the folks at Midnight games are very 
		good about handling special requests and answering
		questions. Turn handling is prompt.
		- gcook@garnet.berkeley.edu (George Cook)

		The game emphasizes flexibility - there are around 200
		different orders you can issue, plus "special orders" which
		let you do non-standard stuff.  This is a *lot* of fun to
		play, especially if you have friends in the same game.  Main
		problem is that Midnight Games' phone line is *always* busy
		- griffith@dweeb.fx.com (Jim Griffith)

Company:	USA:
		Midnight Games
		130 E. Main Street, Suite 305
		Medford, OR  97501
		(503) 772-7872

		Europe:
		Rhann Postal Games
		8 Batchelor Green
		Lowford
		Southampton, Hampshire
		ENGLAND S03 8FL
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Game:		Lords of the Earth - Campaign 4

Type:		Historical/Strategical
Duration:	Open ended.
Turns:		4-6 week turn around. Email turns accepted.
GM:		Human Moderated (contigency orders accepted).
Costs:		$3.50(US)/turn (no additional costs)
		$5.00 mapset (updates cost this much if unwilling to update)
		$10.00 Rules
		New Player startup set: $20.00 (maps, rules, 2 turns)

Description:	Player runs a country in 1150+ AD.  Whole world simulation.
		Excellent maps.

Opinions:	

Company:	Wanderer Games/David G. Adams
		209 Alvarado NE #A
		Albuquerque, NM  87106
		(505) 268-0876
		seattle@hydra.unm.edu (David G. Adams)
######### ######### ######### ######### ######### ######### ######### #########
Game:		Middle-Earth Play-By-Mail (ME-PBM)

Type:		Conquest/Adventure (Fantasy)
Duration:	(Averages 25-40 turns)
Turns:		2 or 3 week turnaround.  Phone turns accepted (+$3)
GM:		Computer moderated
Costs:		$6.50/turn, $25.00/$12.50 for first/following setups
                (150+ Page Rulebook, 2' * 3' Full Color Map of Middle Earth,
                3 Mounth Subscription to GSI strategy magazine, 2 Free Turns)


Description:	Conquest and Adventure in J.R.R. Tolkien's fantasy world of
		Middle Earth.  In each game, there are 25 players who take
		on the role of a Dark Servant (10), Free Peoples (10), or
		a Neutral (5).  The goal of the game is for Good to destroy
		all of Evil (or vice versa).  An optional victory is attained
		by delivering the ONE RING to Mt.Doom or to Sauron.  Each
		player controls a kingdom and individual characters.  In many
		ways similar to Alamaze, but more developed.

Opinions:	THE BEST PBM I HAVE EVER PLAYED!!  Your turns are laser
		printed and you recieve updated kingdom maps every turn
		w/ updated character sheets for your heros.  If you in
		in love with Tolkien's books, this is THE GAME for you.
		ME-PBM has been programed in consultation with Iron Crown
		Enterprises (I.C.E.), makers of the Middle Earth Role
		Playing System. - Zach Harman (zharman@umaxc.weeg.uiowa.edu)

Company:	Game Systems Inc. (GSI)
		P.O. Box 160129
		Miami, FL 33116-0129
		(305) 274-5559 
######### ######### ######### ######### ######### ######### ######### #########
Game:		Mobius I

Type:		Science Fiction
Duration:	25-35 turns.
Turns:		2-3 week turn around.  Slow (monthly) turnaround also
		available.  Turns can be sent and recieved by email.
GM:		Computer moderated.
Costs:		$7-10/turn, $5 setup, $3 rules.

Description:	Fairly complex game involving colonizing other planets and
		fighting on planets and in space.  Also has a role-playing
		element (you have a bunch of characters to run your empire).

Opinions:	Too complicated to be playable, not complicated enough to be
		realistic. - purtill@dimacs.rutgers.edu (Mark Purtill)

		Having been a long time FBI customer and a Mobius player, I
		felt that the review for that game was rather unjustified. The
		game is certainly somewhat more complex than, say starweb, but
		considerably simpler that Empyrean Challenge (to stay in the
		same genre), very well run (FBI's customer service is absolutely
		the best, their error rate extremely low and their turnaround
		quite regular) and I would recommend the game heartily. It is
		interesting for its introduction of some role playing into what
		is a primarily strategic game. Try it!
		- Henri_Hayim_Farhi@cup.portal.com

		Good service, but be prepared to spend a lot of money and a lot
		of time number crunching.  Not bad, but not great either. 
		- minnotte@rice.edu (Mike Minnotte)

Company:	Flying Buffalo, Inc.
		P. O. Box 1467
		Scottsdale, AZ 85252-1467
		(602) 945-6917
		MCI: 0001138241
		CIS: 70030,240
######### ######### ######### ######### ######### ######### ######### #########
Game:		Monster Isle

Type:		Fantasy RPG
Duration:	Open ended.
Turns:		8 business days (a week and a half).
GM:		Computer run, human moderator for questions & problems.
Costs:		$4.00/turn (no additional costs)
		Rules & Setup *FREE*

Description:	Player plays a monster (orc, goblin, elf types) washed up
		on shore of Monster Isle, there to survive, have fun, kick
		butt, and generally act monsterish.

Opinions:	Huge mongo game; can accomodate 15,001 monsters in the same
		game (the map is about the size of Australia).  Computer keeps
		track of over 2100 statistics for each monster, and over 120
		for each square.  Beautiful custom laser-printed results
		every turn. - warden@triton.unm.edu (Scott Micheel)

Company:	Adventures By Mail
		P. O. Box 436
		Cohoes, NY, 12047
		(518) 237-4870
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Game:		Orions Nebula (SHUTDOWN)

Type:		Space Opera
Duration:	Open Ended
Turns:		3-4 week turn around. CIS/MCI turns accepted.
GM:		Computer Moderated.  GM intervention where needed.
Costs:		Rules Package and Setup: $15.00
		Starship/Ground Party/Black Market Turns: $6.50
		City/Starbase Turns: $9.50

Description:	Player runs Starship/Starbase/City positions as members of
		chosen races, starting with no knowledge of each other.  Turns
		cover all independent actions, including special actions allow
		some role playing and creation of new tech/procedures in game.

Opinions:	Working towards being the best of its class, the NEB is still 
		very young, and Ground Parties still in play test.  This is a
		game for the long haul, and will see some nice flexability as
		players get comfortable. - bigmac@erg.sri.com (Bryan McDonald)

		NOTE: Financial troubles have caused Orpheus Publishing to 
		shut down the game and it may be a while before it returns.
		(May 1, 1991) - bigmac@erg.sri.com (Bryan McDonald)

		NOTE: I just received a letter from Orpheus closing the Neb
		for good.  Impossible money problems seems to have been their
		demise. (Aug. 7, 1991) - bigmac@erg.sri.com (Bryan McDonald)

Company:	Orpheus Publishing Co.
		P. O. Box 26678
		Benbrook, TX  76126
		(817) 249-1677
		CIS: 71350,2567
		MCIMAIL: orpheus@mcimail.com
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Game:           Out Time Days

Type:           Role Playing - Fantasy/Science Fiction
Duration:	Open ended (End World Scenario some years down the road).
Turns:		Once a week. Excellent turn around. CIS/Phone turns accepted.
GM:		Human Moderated, Computer Assisted.
Costs:		$15 Startup (profesional manual, 5 free turns).
		$5.00/position, $3.00 for spin-offs
		Very limited spin-offs allowed, average player cost $8/week.

Description:    Players run Time Traveler characters stuck in a world with very
		different rules.  Role Playing amongst players is the emphasis,
		as is team playing. 

Opinions:	1)Best RPG I have seen on the market.  The GM is highly
		involved and cares about his game and that his players enjoy
		it.  This game is definitely for people wanting to role play
		with others, not against the game itself.
		- bigmac@erg.sri.com (Bryan McDonald)

Company:        Twin Engine Gaming
                3254 Maple Leaf Court
                San Jose, CA, 95121
                (408) 270-2466
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Game:		Scavenger: Adventures Across Five Dimensions

Type:		Fantasy/Science Fiction competetive role-playing
Duration:	Indefinite
Turns:		Fourteen day turn cycle
GM:		Human moderated, computer assisted
Costs:		Free set up package including character generation, rules,
		and one postal or two e-mail turns. Postal turns cost $2.79.
		E-mail turns cost $2.50.  No hidden fees.

Description:	Ten characters race against each other to recover items
		scattered across five dimensions.  The game can go even
		deeper than this, enabling players to question the entire
		purpose of the Hunt.  Other services: e-mail and call-in turns.
		BBS, fax, and voice mail planned for September '91.

Opinions:	

Company:	MAD Turkey Enterprises
		P.O. Box 948236
		La Jolla, CA 92037
		mturkey@pnet03.cts.com
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Game:		St. Valentines Day Massacre (United States Version)

Type:		Gang lord simulation
Duration:	Closed, victory conditions apply.
Turns:		~4 week turn around.
GM:		Computer moderated.

Description:	Gang Lords rise in stature base on gang member power and 
		the financial sucess of various premises and rackets.  The
		system is new to the United States, but established in Great
		Britain.

Opinions:	So far I like it, but only two turns have passed.  I will update
		this report once a few more turns have gone by. (May 9, 1991)
		- bigmac@erg.sri.com (Bryan McDonald)

Company:	Vortex Simulations
		P.O.Box 317
		Ft. Meade, Maryland  20755-0317
		(301) 621-9561
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Game:		Stargazer

Type:		Galactic Empire Building
Duration:	2-3 week turns, 20-30 turns
Turns:		$5 set-up, $3 per turn
GM:		<UNKNOWN>

Description:	Players become the leaders of alien races that have just
		discovered the secret of StarTravel.  The players must race to
		explore and control the galaxy while having to contend with each
		other and the unknown of deep space.  Players find themselves
		challenged in many ways as they take on the roles of Diplomat,
		Politician, Head of Military, and Business Person.  Success
		depends as much on diplomacy and behind the sceens deals as it
		does on military strategy.


Company:	Frontier Game Company
		P.O. Box 601
		Mishawaka, IN 46546
		kknudsen@happy.helios.nd.edu
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Game:		Starlord

Type:		Space Opera
Duration:	Open ended.
Turns:		2-3 week turn around.
GM:		Computer moderated.

Description:	You have a command ship that can move around a 2-D galaxy, and
		a bunch of ships.  You can only move those ships with 7 squares
		of your command ship, and your goal is to become emperor, and
		then to stay emperor.

Opinion:	1) Easy to play and pretty results, but essentially brainless
		and dull. - minnotte@rice.edu (Michael Minnotte)

		2) Nice color printouts only redeeming feature.
		- purtill@dimacs.rutgers.edu (Mark Purtill)

Company:	Flying Buffalo, Inc.
		P. O. Box 1467
		Scottsdale, AZ 85252-1467
		(602) 945-6917
		MCI: 0001138241
		CIS: 70030,240
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Game:		Starweb

Type:		Science Fiction Simulation
Duration:	10-15 turns.
Turns:		2-3 week turn around.  Slow (monthly) and email (weekly)
		turnaround also available.  Turns can be sent and recieved
		by email.
GM:		Computer moderated.

Description:	As one of six types of position, you try to score points (in a
		different way for each type), using a limited number of fleets.
		Each world connects to several others in the "web" and can
		build ships or industry.

Opinion:	Classic! Lots of ways to win, for diplomats and generals alike.
		- minnotte@rice.edu (Michael Minnotte)

		Lots of diplomacy, game system simple but not trivial.  I
		like it. - purtill@dimacs.rutgers.edu (Mark Purtill)

		Not just lots of diplomic but **LOTS** of diplomic--but remember,
		that's usually by phone (FBI also has blind, net, and other
		variants).  My phone bill was too high!
		- amead@psych.uiuc.edu (Alan Mead)


Company:	Flying Buffalo, Inc.
		P. O. Box 1467
		Scottsdale, AZ 85252-1467
		(602) 945-6917
		MCI: 0001138241
		CIS: 70030,240
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Game:		Swords of the Gods

Type:		Fantasy Simulation (World Conquest and Hunt)
Duration:	<UNKNOWN>
Turns:		2 week turnaround (probably other options as well)
		(was $3/ turn in 1989)
GM:		Computer Moderated

Description:	Based on Saberhagen's Book of Swords series, each player is a
		minor noble trying to capture the twelve swords of power (which
		will presumably lead to world domination; you don't actually
		have to conquer everything).  Essentially a relatively simple
		wargame.  Things are complicated by the presence of spell-
		casting wizards, the swords (each with its power), and twelve
		gods which provide boons for their favorites and problems for
		their most hated lord. You must also balance soldiers to fight
		for you with keeping enough peasants in the field producing food
		and increasing your popoulation.

Opinion:	An inexpensive, simple, fairly interesting game. Nothing
		spectacular. - minnotte@rice.edu (Michael Minnotte)

Company:	Galactic Simulations
		<UNKNOWN>
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Game:		TAKAMO

Type:		Space Empire-Building
Duration:	Open ended.
Turns:		From 1/ten days to 1/month, depending on which galaxy.
GM:		Computer run, human moderator for questions & problems.
Costs:		$2.50 to $15.00/turn
		Rules/Setup/2 free turns all for $10.00 

Description:	Players play empire builders, nomads, pirates, smugglers,
		traders, agribusinesses, miners, or (ick) cybers in a quest
		to explore the galaxy and tame it while making lots of bucks
		and trying to avoid getting into interstellar wars (or perhaps
		trying to start some).

Opinions:	Interesting game, not *too* complicated, but full of complex
		details that may arise during play.  Long-running game, the
		first galaxy started in 1983.  There is a closed-ended 
		version too, TAKAMO II. - warden@triton.unm.edu (Scott Micheel)

Company:        Advent Games
		PO Box 81674
		Lincoln NE 68501
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Non-Comercial Games

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Game:		Bretton Woods

Type:		Economy simulation
Duration:	Open ended (started in March 1987!)
Turns:		5 weekly
Status:		Open. Some 30 players active. New players are always welcome.

Description:	Every player reigns one land which can specialize in
		agriculture, energy export or mineral resources exploitation.
		Countries can build up industries to produce and ship goods,
		but can also build (and use) weapons.
		Pretty abstract game: No geography, no maps.
		Basic knowledge of the German language required!

Opinion:

GM:		reissen@mathematik.uni-ulm.de (Bernhard Reissenauer)
Check Date:	Aug 1, 1992
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Game:		The Defense of Con-Fion

Type:		Fantasy
Duration:	Open ended.
Turns:		1/2 to 1 week
Status:		Closed. Running smoothly. Small waiting list.

Description:	A group of young nobility, sent to a frontier fort to learn how
		to conduct themselves in actual combat.  Most of the characters
		have been given officer ranks for training purposes (although a
		couple have other things going on).  Game uses the same
		home-grown system as The Wizard-King's Son (and is set in the
		same campaign world at approximately the same period in time.)


Opinion:	

GM:		inb@creare.uucp (Ian Brown)
  alternatives:	creare!inb@Dartmouth.Edu
		creare!inb@dartvax
		creare!inb@dartvax.Dartmouth.Edu
Check Date:
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Game:		Diplomacy (The Judge)

Type:		Wargame, strategy
Duration:	For a typical game, 6 months
Turns:		For a typical game, movement and retreats (and builds)
		once a week
Status:		For a list of available games, send the message
		LIST to JUDGE@U.WASHINGTON.EDU or contact Eric Klien
		ERIC_KLIEN@CUP.PORTAL.COM or Daniel Loeb 
		LOEB@GEOCUB.GRECO-PROG.FR

Description:	Diplomacy (c) Avalon Hills. Seven players represent
		the 7 countries of pre-WW1 Europe. Each attempts to
		gain control of Europe. Negotiation is the key to
		success in this game.

		The ELECTRONIC PROTOCOL is an electronic magazine
		(Eric Klien editor) which prints the results of the
		games and tallies the results. Many EP sponsored games
		are run on the JUDGE. The Judge can assist a human
		GM in his functions or in some cases completely
		replace him. Chapter two of EP is devoted to
		EP-sponsored human-run games on the Judge.
         
		In addition to ordinary DIPLOMACY, the Judge supports 
		the following variants:
		youngstown - 10 players
		loeb9 - 9 players
		pure - simple 7 player version
		chaos - 34 players
		britain - 7 players, england starts with 6 armies
		1898 - 7 players, 1 unit each
		crowded - 11 players
		machiavelli - economic variant
		gunboat - secret identities
		grey or black press - anonymous or false message

		There is a LISTSERV mail dist. tool at DIPL-L@MITVMA.BITNET.

Opinion:	Players should look for games on the Judge run by
		GMs who they trust. Beginners should avoid the more
		complicated variants, but experts enjoy them. Lots of
		fun.

GM:		Depends on game, but good contacts are Danny Loeb
		(loeb@geocub.greco-prog.fr) and Ken Lowe
		(jdr@u.washington.edu)
Check Date:	August 10, 1992
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Game:           Dividende et Impera

Type:           Finance (stocks and bonds) game
Duration:       Open ended
Turns:          5 weekly
Status:         Open. 17 players active. New players are always welcome.

Description:    The players can buy or sell stocks of corporations (or create
                new corporations). The corporations battle on two product
                markets. The more stocks of a corporation you hold, the
                greater is your influence on its policy.
                Basic knowledge of the German language required!

Opinion:

GM:             hasch@mathematik.uni-ulm.de (Martin Hasch)
Check Date:	Aug. 1, 1992
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Game:		En Garde!

Type:		Historical
Duration:	Open Ended
Turns:		3 Week turns
Status:		Open, contact GM

Description:	En Garde! is a semi-historical game/simulation
		representing many of the situations of an Errol Flynn movie
		set in the Seventeenth or Eighteenth centuries. In En Garde!
		a player finds himself born into and educated in a world
		where social climbing is a way of life, and status is a goal
		to be perused even over money. There are people to be used,
		friends in high places to be cultivated, enemies to be
		humiliated, the Cardinal's guard to be trounced, lackies to
		be abused, the hand of a fair damsel to be won, and the ear
		of the King to be gained. Come with us now, to those
		vibrant, bawdy days of yore...

Opinion:	Our game is played very toungue-in-cheek, and I was
		tempted to put humourous for type. It's fairly easy to pick
		up. It has been converted to PBM from an original roleplay
		system developed by GDW. It's been running for about three
		years now. (GM)

GM:		A.C.Crook@newcastle.ac.uk
Check Date:	Nov. 1, 1992
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Game:		Erling Mork's _Paranoia_

Type:           Fantasy/SciFi/Humorous
Duration:       Open Ended
Turns:          1 turn every 5 days (flexible)
Status:         1 player needed (March 13, 1991).

Description:    A rpg of a darkly humorous future.  Very funny if played
                right.  Emphasis on creative ways to kill other players
                (ie, good role-playing) and participation.  Not bogged
                down by many rules and numbers.

Opinion:	

GM:		erlingm@ifi.uio.no (Erling Mork)
Check Date:	March 1, 1992
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Game:		The Hunted

Type:           Fantasy
Duration:       Open Ended
Turns:          Flexable, no specific time frame.
Status:         Closed, contact GM.

Description:    AD&D 2nd Edition (Modified): Player characters are being
		chased by the minions of an evil sportsman who also happens
		to be a wizard.  No hit points, descritptive system in its 
		place.  Levels 8-10.

Opinion:	The game is very open-ended and freeform, which can cause
		problems from time to time but makes it extremely exciting
		for me. - chupp@athena.cs.uga.edu (Sam Chupp)

GM:		chupp@athena.cs.uga.edu (Sam Chupp)
Check Date:	Dec 1, 1991 (Gm apparently lost email address)
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Game:		Knut Mork's _Castle Greyhawk_

Type:		AD&D 2nd edition
Duration:	Open ended.
Turns:		1/2 to 1 week
Status:		Closed. Running smoothly.

Description:	A team of six is rooting through the dungeons of Castle
		Greyhawk, for various reasons.

Opinion:	

GM:		kmork@ulrik.uio.no (Knut Mork)
Check Date:	March 15, 1992
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Game:		Light & Dark

Type:		AD&D (2nd ed.?)
Duration:	Open ended.
Turn:		Varies.
Status:		<UNKNOWN>

Opinion:	Running slowly at the moment... I don't know how many of us
		there are...we're trying to find some guy (the sentinel,
		whatever that means) and find out what he wants.
		- kmork@ulrik.uio.no (Knut Mork)

GM:		d89-prn@sm.luth.se
Check Date:	March 15, 1992
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Game:		McAllister's _Marvel Superheroes_

Type:		Marvel Superhero RPG (variant)
Duration:	Open ended.
Turns:		Felixible Email, general updates once a week if needed.
Status:		Full, open waiting list.

Description:	Marvel RPG based, the GM generally follows the advanced
		rules.  Battles are run by GM. Players rollplay between
		battles. Based in Jamaica.

Opinions:

GM:		mrmca@tramp.colorado.edu (Mike McAllister)
Check Date:	March 1, 1992
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Game:		Myth Inc. II ("Missing Too" for those non-Asprin Fans)
Type:		Fantasy RPG
Duration:	Open ended but with specific missions to break time up
Turns:		Turns are weekly, although short questions are answered when
		time is available
Status:		Closed to new charactes
		Open if someone wishes join as a henchling
		Currently have 14 characters and 3 henchlings

Description:	Participants are members of the expansion of MYTH Inc. II
		Game is based on Myth series by Asprin.
		Current mission is to track down some missing Deveels.

Opinions:	

GM:		ghost@ra.nrl.navy.mil
Check Date:	August 1, 1992
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Game:		Usenet Free Wrestling Simulation (formerly known as:
			Professional Wrestling Gamer's Electronic Alliance)

Type:		Simulation/RPG, Sport
Duration:	Open
Turns:		Weekly, with an occasional supplement
Status:		More or less closed; I will set up a waiting list if too many
		people show interest.

Description:	The game is based on my PWGA role-playing game system, posted
		on rec.games.frp and rec.sport.pro-wrestling some time ago.
		Each player creates one or more ficticious wrestlers (current
		limit set to three characters per player), sets up matches
		with the other managers, writes interviews, etc. The matches
		are simulated according to the managers' strategy and the
		persona of the involved characters.  To enter the game or
		request a free copy of the PWGA game system, send e-mail to 
		the GM.  Mastering the rules takes 3-4 hours; creating a
		wrestler can take an hour the first time and less than 10
		minutes after some practice.
		- supermeo@homer.cs.mcgill.ca (Francois-Dominic Laramee)

Opinions:	

GM:		supermeo@homer.cs.mcgill.ca (Francois-Dominic Laramee)
Check Date:	June 1, 1992
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Game:		Purtill's _Republic of Rome_

Type:		Historical Recreation
Duration:	Closed: 6+turns to complete.
Turns:		1 per month.  Active diplomacy between turns.
Status:		Full, accepting waiting list (Sep. 23, 1991).

Description:	Politics in Ancient Rome, based on Avalon Hill board game.

Opinion:	

GM:		purtill%idacrd@princeton.edu (Mark Purtill)
Check Date:	Septemeber 1, 1992
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Game:		Rob McNeur's version of Russell Wallace's _Galaxy_
Type:		Strategic space game, computer moderated
Duration:	Until Victory conditions met; months+, but many players don't
		survive in the game that long (weeks, months).
Turns:		2 per week
Status:		Multiple games, each closed once started, waiting list for new
		games kept or as replacements for dropouts

Description:	Participants issue movement/production orders for
		their empire. Limited information; empires start
		slow and grow. Victory condition is one player having
		a majority of possible production or being sole survivor.
		Games vary between 15 to 40 players depending on numbers
		waiting.

Opinion:	Simple to play, can get complex as numbers of planets and
		ships gets up. A lot of diplomacy between players can make
		things quite cutthroat.
		- Rob@CCC.govt.nz (Rob McNeur)

		NOTE: Server version being worked on (slowly)

GM:             Rob@CCC.govt.nz (Rob McNeur)
Check Date:	October 1, 1992
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Game:		Russell Wallace's _Galaxy_

Type:		Strategic space game, computer moderated
Duration:	Until victory conditions met; perhaps 2 years?
Turns:		Weekly.
Status: 	Closed?

Description:	Participants issue movement/production orders for their empire.
		Limited information; empires start slow and grow. Victory
		condition is one player having a majority of possible production.
		This game has approx. 25 playes in it.
      
Opinions:	Simple system, looks like it will eventually become complex to
		do turns... but the best thing about this game is it's free, and
		the moderator is very good about running turns every week. And
		he'll give you the source code to boot.
		- gl8f@virginia.edu (Greg Lindahl)

		Simple system, but commands are very awkward.  Players who hang
		in there will find the commands a bit less awkward after a while,
		and they will be rewarded with some tough strategic decisions
		that pop out of the simple system.  Much of the challenge is in
		designing and building starships to explore, transport, and fight
		as well as possible against your opponents' starships.  You also
		have the option of investing in technology.  The need for diplomacy
		is normally limited, partially because all the players are equals
		initially and trading is not possible.  Overall, I have found it
		very enjoyable. - hall@rocky.bellcore.com (Michael R. Hall)


Challenge:	Anyone interested in setting up a server to automagically run
		turns? :-)

GM:		RWALLACE@vax1.tcd.ie (Russell Wallace)
Check Date:	June 12, 1992
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Game:           Slocum's GURPS _Tekumel_

Type:           GURPS with homebrew Tekumel modifications
Duration:       Open ended.
Turns:          Approx. every 2-3 weeks.
Status:         Full; waiting list is open (as of April 10th, 1991).

Description:    Tekumel is the fantasy world created by M.A.R. Barker
                in the games "Empire of the Petal Throne" and "Swords
                and Glory", and in the novels "Man of Gold" and 
                "Flamesong".
                
                Characters are built using GURPS and GM's Tekumel
                modifications, but all game mechanics go by the board once 
                a character starts playing. This is a "blind" campaign, 
                where the players don't know who the other players are.
                PCs are currently somewhere in the Underworld beneath
                Jakalla, the City Half as Old as the World.

Opinions:       Tekumel is one of the most detailed worlds ever
                created rivaling Middle-Earth in scope and depth. (GM)

GM:             slocum@ssdc.honeywell.com (Brett Slocum)
Check Date:	May 1, 1992
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Game:		SPARF (Simulated Postal Austalian Rules Football)

Type:		Sports Simulation
Duration:	14-20 turns/season, seasons start at close of previous season.
Turns:		1/week
Status:		open

Description:	Computer Moderated.  Each player takes on the role of a manager
		of an Australian Rules Football team.  Emphasis is on directing
		training of the players to improve skills while controling ris
		of injury and fatigue.

Opinions:	I am admitted biased (I wrote Sparf), but I think it is a very
		interesting game with a lot of potential. 
		-Mel Nicholson (nicholso@pioneer.arc.nasa.gov)

GM:		nicholso@pioneer.arc.nasa.gov (Mel Nicholson)
Check Date:	Aug. 1, 1992
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Game:           Sugar Ray

Type:           Boxing Simulation
Duration:       open ended
Turns:          5 weekly
Status:         Open.  New boxers are always welcome.

Description:    For each of the five rounds of the fight, every boxer
                writes down a number describing the strength of his attack
                and a defense number. If one's attack number exceeds the
                opponent's defense number, the latter loses endurance
                points. Unfortunately, high attack/defense numbers also
                cost endurance. A boxer losing all his endurance points
                is knocked out.
                Basic knowledge of the German language required!

Opinion:        The best game I ever invented!

GM:             rschoen@mathematik.uni-ulm.de (Reinhard Schoen)
Check Date:	Aug. 1, 1992
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Game:           Turbo 2000

Type:           Formula One Simulation
Duration:       ca. 24-30 turns
Turns:          5 weekly
Status:         Open.  New managers are always welcome, 34 already enjoy it!

Description:    Each player manages a Formula 1 racing stable. Drivers can
                be hired for the season (6 turns each). The material needed
                to attend a race (Formula 1, Formula 2, dragster, rallye, etc)
                can be built or bought from other players.
                Basic knowledge of the German language required!

Opinion:        In the Rotarius poll 1989, Turbo 2000 was elected the 3rd
                best pbm game being played in Germany, beaten only by
                United and Diplomacy.

GM:             rschoen@mathematik.uni-ulm.de (Reinhard Schoen)
Check Date:	Aug. 1, 1992
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Game:		United Electro Football League

Type:		Sports Simulation
Duration:	Annual Seasons
Turns:		One every two weeks, breaks around college calendars.
Status:		26 players, waiting list, expansion possible.

Description:	Each club has a roster of up to 25 players, each of whom
		can play 1 position (FW,MF,DF, Sweeper, GK), with a Skill
		Level of 0 to 20, and an age of 0, I, II, and up.  A schedule
		of games is played between teams in each division, with
		fatigue ensuring roster depth.  Post-Season tournaments
		for next year's division assignments, the Shocker's Cup,
		or just because.

Opinions:	

GM:		billoj@rpi.edu (Jeremy Billones) 
Check Date:	March 1, 1992
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Game:           Vox Populi

Type:           election campaigns in the Federal Republic of Germany
Duration:       ca. 15-40 Turns
Turns:          5 weekly
Status:         Closed. New game starts in autumn.

Description:    Each player leads a political party in the Federal
                Republic of Germany (before 1990). Election campaigns
                are held in the Bundeslaender. Because it's unlikely to
                reach absolute majority in the Bundestag (Federal
                parliament) or the Landtage (State parliaments), you
                have to cooperate with other parties to achieve your
                political goal (which is, of course, rise to power and
                keep it!).
                Basic knowledge of the German language required! The
                political system of the FRG is described in the rules;
                you don't have to know it beforehand.

Opinion:

GM:             pieper@mathematik.uni-ulm.de (Thomas Pieper)
Check Date:	Aug. 1, 1992
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Game:		The Wizard-King's Son

Type:		Fantasy
Duration:	Open ended.
Turns:		1/2 to 1 week
Status:		Closed. Running smoothly. Small waiting list.

Description:	A party of adventurers (and a couple would rather not be,
		but kind of got dragged into things) are working on
		fulfilling an open-ended prophesy (ie. the prophesy trails off
		at the end, leaving the conclusion up in the air).  The
		prophecy involves the son of the last of the Wizard-Kings.  The
		game is based on home-grown rules.

Opinion:	

GM:		inb@creare.uucp (Ian Brown)
  alternatives:	creare!inb@Dartmouth.Edu
		creare!inb@dartvax
		creare!inb@dartvax.Dartmouth.Edu
Check Date:	May 1, 1992
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Game:		World Electronic Hockey League

Type:		Sports Simulation
Duration:	Every season includes a training camp, a 40-game regular season
		and playoffs. The real-time duration of a season in expected to
		be about 4 months. Owners who want to can keep the same teams
		from season to season.
Turns:		One training session and three or four games every week
Status:		We are in the playtest season; I expect that Season #2 will
		start in April of 1992, and that a few new teams will be allowed in.

Description:	The WeHL is a simulation of the game of Hockey. You are the owner/
		general manager/head coach of one of the many (currently 42) WeHL
		franchises, and can trade players, set lineups, command training
		sessions, etc.  The games are simulated on a computer; the current
		simulator is a home-made thing written in C which is surprisingly
		accurate.

Opinion:	

GM:		supermeo@binkley.cs.mcgill.ca
Check Date:	Feb. 1, 1993
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Game:		World Electronic Wrestling Federation (WeWF)

Type:		Sports Simulation
Duration:	Open ended (hopefully when I can't run it anymore, someone else
		can take over).
Turns:		Turns are weekly, with weekly and monthly supplements.
Status: 	Open.  New managers are always welcome, but if I'm flooded
		I may have to create a waiting list at some point.

Description:	Participants play the role of pro-wrestling managers.
		Send your wrestlers into action, and write their interviews!

Opinions:	

GM:		arxt@quads.uchicago.edu (Aiden Palmer)
Check Date:	March 1, 1992
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Newsgroups: rec.games.pbm