It's back to the decade of the 1960s for this next article. The era of personal
computers was still about two decades in the future back then, and there weren't any
electronic games to claim the attentions of high school and college students.
Instead, people played games that required actual strategy instead of just fast
reflexes to win. Today's gaming fandom can be traced back to these games of
strategy, and perhaps the most popular of them all was Diplomacy. Here's more about
it.

Sometime during the early years of
the Kennedy administration, I founded "the world's first formally organized Diplomacy
club." Or so I was told by Allan B. Calhamer, the inventor of the game. I had
written him on our club's behalf to enquire into some now-forgotten detail of the
rules of Diplomacy, and received from him a hand-written reply.

I first heard of Diplomacy from my
best friend in high school. Tom Bulmer showed me a brief description of the game
that he had found in Science Digest. It seemed to occupy a middle ground
between chess and the Avalon-Hill board games, and it had a special appeal for
people (like me) with an interest in history. After all, its playing-board was a
map of Europe on the eve of World War I.

Games like Tactics II had no appeal
for me. I was intimidated by the complexity of their rules and paraphernalia, and I
had no great interest in military strategy. The only strategic games that had ever
held my interest were the variants of Capture the Flag that I had played years
before in Boy Scout camp. Nor had I any talent for chess. I never could think far
enough ahead to anticipate the ultimate outcome of a move, and I agreed with
Sherlock Holmes's contention that an aptitude for chess is the mark of an evil and
scheming mind. And Risk was too simple-minded to appeal to me. It seemed another
variant on such outgrown board games as Monopoly and Careers.

Part of the appeal of Diplomacy was
that its rules and equipment were essentially simple. As with chess, this simplicity
did not preclude a complexity of play: there was no reason to expect that one game
of Diplomacy would much resemble another. But unlike a chess match, a Diplomacy
game involved several players: seven if we could get them, five or six if we
couldn't. (Sometimes we might play a two-handed version that we called Tactical
Diplomacy, but that was primarily to get some practice in handling the challenges
facing a country we hadn't much played before.)

'We' were the East Paterson Diplomacy
Club, a group of (mostly) juniors and seniors at East Paterson Memorial High School
in Bergen County, New Jersey. Most of us were members of the school's Science
Seminar or its debate team (I was in both), and many of us were science fiction
readers. But none of us had any contact with fandom, or indeed anything more than a
vague knowledge of its existence. Still, anyone who imagines us as a small group of
teenaged proto-fans would not be too far off the mark. Like any self-respecting fan
group, we had a written constitution, which we called our Charter. (A hand-written
constitution it was, for none of us had any duplicating equipment.) We had no
official connection with the high school, for we saw no advantage to seeking
recognition as a student club. At least the way we played, personalities were too
important for that.

I've played a little fannish poker in
my time, and (at least in the low-stakes games that I remember) the satisfaction of
winning a hand from a particular player often outweighed the trivial financial gain
involved. So it was in a Diplomacy game, whether in the EPDC or in the early days
of fannish postal play.

The East Paterson Diplomacy Club had
its cherished idiosyncracies. Each session would begin solemnly with a mutual
nonaggression pact, which of course had no effect whatever on the making and breaking
of alliances among the players that is the essence of the game. At the end of each
fifteen-minute 'diplomacy period', the Gamesmaster -- we invented that term -- would
call the players to the table, require all pens and pencils to be put away and the
papers containing that turn's moves to be placed in plain sight on the table, and
demand that all players keep their hands in view at all times. (By the time I bought
my Diplomacy set, the rules had been changed to eliminate 'infiltration', the
surreptitious sneaking of additional pieces onto the board, that had caught my eye
in the Science Digest article. But the rules did not explicitly prohibit
changing one's moves after hearing one's rivals' orders -- if one could get away with
it.) Then each of us in turn would read his moves aloud, and the Gamesmaster would
change the position of pieces accordingly. (The published rules required that moves
be unambiguous, but it was understood in East Paterson that a fleet ordered "from
the Land of Milk and Honey to the BBC" would leave Brest and sail into the English
Channel.) He would resolve standoffs, take care of any other necessary business,
and send us off to another round of negotiation and betrayal. (And espionage: in
one session held in my family's second-story apartment, a player climbed a nearby
tree to eavesdrop through an open window upon the scheming of a rival coalition.)

In June 1962, most of us graduated
and went off to college. During my freshman year at Columbia I discovered fandom,
joined the Evening Session Science Fiction Society at City College, and met John
Boardman. He, too, was a Diplomacy player, and he suggested that the game could be
played through the mail. He organized the first postal Diplomacy game early in 1963,
and served as its Gamesmaster. The five players (we couldn't find seven) were EPDC
members Jimmy Goldman, Stu Keshner, and I, and LASFS members Ted Johnstone and Bruce
Pelz (playing under the pseudonym of 'Adhemar Grauhugel'). I recall that I played
Austria-Hungary -- and played it rather well, considering the difficulties of its
geopolitical situation. (As I recall, Franz Joseph had a few problems in his own
game...)

I also got together a few
fellow-Columbians for an on-campus game that met twice weekly in the lounge of
Hartley Hall. This allowed plenty of time for negotiation between meetings, and
gave me the idea for intercollegiate play. There are eight colleges in the Ivy
League, so one could serve as host and Gamesmaster while clubs from each of the
others gathered for a weekend's session. Each college team would play a country,
and would appoint from among its members ambassadors to each other country -- these
would conduct the actual negotiations -- as well as military and naval chiefs of
staff. Presumably the president of each collegiate club would serve as his country's
prime minister. (I reckoned that this would afford endless opportunities for
intra-club squabbling and politicking, which might well be more entertaining than
the inercollegiate game itself.) Play would commence Friday evening at six, and
continue night and day for forty-eight hours. I even fantasized some techniques of
negotiation and betrayal that went be yond our wildest high school dreams. Who has
not heard of Mata Hari?

But this never came to pass. The
logistics of getting this many college students together were impossible, even if
there had been Diplomacy groups at each campus. Perhaps it could be done today, at
a gaming convention. (Perhaps it has been done.) And anyway people had
other things to do. I joined the Lunarians, where I found enough squabbling and
politicking to satisfy the most ravenous appetite.

One evening in the fall of 1963,
Allan B. Calhamer came up to the Columbia campus, and told us -- a mixed audience of
old EPDCers, Columbia students, and New York fans -- something of the origins of
Diplomacy. We bestowed upon him the title of Honorary Grand Gamesmaster of the East
Paterson Diplomacy Club. And then the EPDC faded out of existence. My high school
companions went their own ways, and I've had no contact with any of them for twenty
or thirty years. I was too busy with college life and fan activities to take the
time for Diplomacy games, whether in-person or postal. But the East Paterson
Diplomacy Club left its mark on Fandom. Several of its customs and traditions were
adopted by postal players, and the whole sub-fandom of postal game-playing evolved
from John Boardman's first game with its three EPDC participants.

Postal Diplomacy is still played
today, almost forty years on. But that's a story for others to
tell.

All illustrations by Craig Smith
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