CHARACTER ART UNVEILED

Female Warlord -
by Imperial Wars
chief artist, Bruce Dean


"Now I had another opportunity. I eagerly accepted Larry’s invitation and waited until I received my character choice. In this playtest, characters were assigned to us. I knew, however, that Larry would assign me the Raider again. I even chose the same name as I had in the original playtest.
Then I found out I was playing a Trader. Ugh!"

Colin Murcray -
Newsletter Editor &
Beta Tester
(among other things)

 

Issue 1 - Vol. 1 No. 1
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LESSONS FROM U101

Playing the Trader

Last summer, when Larry Dunlap called and asked if I would be interesting in playtesting Imperial Wars, I was surprised to hear myself accept. Actually, when I thought about it later, Larry was probably the one person who could talk me back into the game industry. A few years prior, I unofficially retired from the brutalizing schedule of game production and development. Though the experience was rewarding, it was also draining.

But Larry had been the one person who had set me on that path years ago, and I thought it only right to accept. Years before, I had playtested an earlier and different incarnation of the current Imperial Wars game, and had loved every minute of it. My character in that early game had been a Raider, but I had broke with typical game conventions. I teamed up with the other Raider in the game instead of competing with him. The ensuing havoc we wreaked was great fun.

Now I had another opportunity. I eagerly accepted Larry’s invitation and waited until I received my character choice. In this playtest, characters were assigned to us. I knew, however, that Larry would assign me the Raider again. I even chose the same name as I had in the original playtest.

Then I found out I was playing a Trader. Ugh! In my opinion, they were Galactic truck drivers, space freight jockies, the fedex drivers of the universe. What fun was that? Traders rarely attacked anyone, or stole anyone’s raw materials, or blew up their homeworld. Needless to say, I was disappointed, but a promise was a promise. I would do my best, even if I wasn’t going to enjoy it.
I was wrong. After a couple of turns, I logged on to discover I had mail. A philosopher character was passing through, and wondered if I would let him preach to my populations in exchange for some work. Soon after, I received e-mail from a warlord requesting my services, and then a baron. Soon the requests became more interesting. Did I know where so and so’s homeworld was? Did I have starmaps for the worlds north and east? Would I trade my planets for fleets?

As the game heated up, so did the intrigue. And right smack dab in the middle of it was my trader. The power this character can wield is surprising. When I had trouble with a Terminator, I immediately had three of my customers ready to fight him. In another case, I was supplying goods to factions on either side of a conflict, while misleading the other side who was not to be trusted.

I soon discovered that Traders offered more than just moving raw materials. They offered information, they offered relationships, and they offered a neutral ground for parley. Allies were plentiful and trustworthy; after all, traders moved through their territory without restraint, and knew all of their strengths and weaknesses.
In the end, I had corresponded with almost every player in the game, and I had a much different view of Traders. If knowledge is power, than the Trader is king.

Helpful Hints for playing a Trader:
One of the great things about Imperial Wars is the depth of strategic options open to a player. If you simply follow the standard scoring abilities of your character, you will miss the subtler, and yet greater, opportunities. As an example, here’s some tips I discovered during the U101 playtest.

  1. Consider giving your homeworld away- What? Sacrifice your home and all you hold dear just for profits and points? You bet! You’re a Trader. You would sell placebos to a plague planet if there was profit in it. Giving your homeworld away to a player you trust has enormous opportunities. Think of it this way, instead of just bringing materials to your own planet and getting one measly credit for it, you Gift your planet to an ally. Now when you deliver those same materials, you get two credits for the delivery and earn points besides. Obviously, you will need to use care in who you choose to run your planet.

  2. While your being so giving, consider giving ALL of your planets away- Why not? What have the greedy inhabitants of your worlds ever do for you? Just like with your homeworld, you will receive more credits and points if you don’t own the worlds you are delivering to.

  3. Stay Neutral- Many of your allies will try to pull you into conflicts. Avoid this unless necessary. An warmongering trader makes for bad business, and you will soon lose the trust of your allies. Learn from your children and use passive resistance. If you want to help one side, "forget" to carry out certain actions for their enemies, or even deal them misinformation. Often times, quick talking will help you escape any repercussions.

  4. Read "How to win Friends and Infuence People"- That’s right. You’re a salesperson. Dust off your plaid jacket and meet and greet as many other players as possible. Be friendly and persistent. After all, there is nothing to fear from a Trader, right?

  5. Most of all, have fun - This character has the potential for a large of amount of interaction with other players. Make the most of it by getting into your character, and keep in communication with your customers. The more effort you put into your character, the more fun you will have.

(c) Copyright 2002, Intelligent Life Games(tm)