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''The Tribes of Crane'' is a
play-by-mail game A play-by-mail game (also known as a PBM game, PBEM game, or a turn-based game) is a game played through postal mail, email or other digital media. Correspondence chess and Go were among the first PBM games. ''Diplomacy'' has been played by ...
that was published by Schubel & Son. According to Jim Townsend, the game was launched in "roughly" 1976.


Gameplay

''The Tribes of Crane'' was a turn-based game where players took on the role of leader of a tribe on the planet of Crane, and attempted to accumulate warriors, gold, and other resources. It was the first commercial play-by-mail game that was moderated by a human game master instead of a computer, although later the game master was assisted by a computer. A new player started by picking what type of tribe they wished to lead (herdsmen, warriors, merchants or sea people), and what type of climate and terrain they wanted to start in. The player would then be sent details of how many people and livestock were in the tribe. The player would mail a monthly turn, which consisted of a movement or stand-in-place order, a combat order, a transaction order, and any special orders. Special orders were unusual for play-by-mail games, which were often moderated by a computer. As reviewer Jeff Neufeld noted, "Properly utilized, this is the best part of the game... What can be done here is virtually unlimited. For instance, you can push development of a better crossbow, or breed faster horses. The big advantage of having a
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gamesmaster is that he can decide on the feasibility of new ideas." Knowledge of the world and other tribes was gained through moving from place to place, meeting other tribes and trading knowledge, or asking questions of the game master. There were up to 1200 players in each game, using a large map with 4600 sectors, 100 cities, and over a thousand
non-player characters A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
. When ''The Tribes of Crane'' began, the cost was $1 to join a game, and $1.50 for each monthly turn, with unlimited special orders. After several years, the number of turns increased to two per month, and the cost rose to $2.50 per turn. A charge of $1 per turn for special orders was also initiated, increasing the possible monthly cost for two turns to $7.


Publication history

Shannon Appelcline noted that games like ''Tribes of Crane'' were competitive with the PBM games from
Flying Buffalo Flying Buffalo Inc. (FBI) is a game company with a line of role playing games, card games, and other gaming materials. The company's founder, Rick Loomis, began game publishing with '' Nuclear Destruction'', a play-by-mail game which started the ...
for a period of time, but that Flying Buffalo outlasted its competitors. In 1993, Schubel and Son sold all games and licenses to Northwest Simulations.


Reception

In the June 1979 edition of '' Dragon'' (Issue 26), Jeff Neufeld lauded the human gamemaster, the addition of special orders, and the gamemasters' habit of sending a self-addressed stamped envelope when replying to a player's turn. His one disappointment was the lack of interaction with other players, but overall, he believed that "''Tribes of Crane'' is an excellent game and worth every penny it costs to play. However, in the July 1980 issue of ''
The Space Gamer ''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the ...
'' (Issue 29), Forrest Johnson disagreed that a human gamemaster was necessarily a good thing, noting: " tis the largest open-ended correspondence game around. But how open is it when an inexperienced GM appraises your turn, so that a sophisticated special action comes back marked simple 'noted,' or ignored altogether? How open is it when a different GM handles every turn, so the elaborate preparations of a previous turn are forgotten? The more involved a player is in Crane, the more frustrated he becomes." In the April 1983 edition of '' Dragon'' (Issue 72), Michael Gray stated: "This is a long-running, well-established game. If you are very creative, you can enjoy it for a long time." In the July 1983 edition of ''
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'' (Issue #43), Trevor Graver liked the enjoyment that came from: "discovering things. The amount of information one can acquire about Crane is staggering, information on anything from city life, through to details on an obscure religion all come together to paint a brilliant fantasy." However, Graver did warn about the high cost of play: "Many prospective lay-by-Mailersflinch when they compare the cost of playing the game for a year, with say, the cost of the ''AD&D'' works." However, Graver concluded: "''Tribes of Crane'' is well worth playing, and could very easily become an obsession." Brian Creese reviewed ''The Tribes of Crane'' for ''
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'' magazine, and stated that " he playtesterfound that quite a lot of work was necessary to start the game". In ''The Space Gamer'' 1979 Game Survey, readers rated ''Tribes of Crane'' 6.4 out of 9.


See also

*
List of play-by-mail games This is a list of play-by-mail (PBM) games. It includes games played only by postal mail, those played by mail with a play-by-email (PBEM) option, and games played in a turn-based format only by email or other digital format. It is unclear what ...
* ''
Star Venture ''Star Venture'' is a play-by-mail game begun by Schubel & Son in 1982. The game was open-ended and computer moderated. Gameplay ''Star Venture'' was a play-by-mail computer-moderated game set in a 125-star galaxy, in which each player has one ...
''


References


Bibliography

* * * * {{DEFAULTSORT:Tribes of Crane Play-by-mail games