I ran my version of Sam Sorensen's real-time play-by-post logistics wargame Cataphract from May to October. It was very fun, very taxing, and I will soon do it again. This post will be an unordered collection of thoughts and memories.
I tried to keep to the original rules, just so I could avoid blame if something was funky. The one thing I messed with was the magic system; I made it more akin to rituals that would fire when preparations were ready, since that fit better with the world. It worked mostly fine (I allowed mages to continue preparations if a valid target etc. was not in range), but for the next game I will go with the original Vancian system.
I lied about trying to keep to the original rules. Day one, when the first orders came through, some commanders were already sending detachments on their merry way without recruiting new players. After some quick internal debate (I had struggled getting even the first six commanders to join) I let them do it. At the time it seemed like a fine ruling; it made sense that a group of soldiers could manage running around without a commander breathing down their necks, but logistically, when you have 30+ of these NPC-armies all over the map it can get a bit heavy.
Despite this, the game wasn't that difficult to run most of the time. After a few weeks we organically ditched the weekly order deadline (which became "official" in the July rules update), and I found a routine for checking and executing orders and updating players (lots of Google Keep notes, sorted by date).
The fighting began quickly. The first town was taken in early June, a smidge over two weeks after the first orders were sent. More players joined in, in total there were 13 throughout the run, some leaving before it ended, but we finished with more than we started with. The first player was captured in mid-August; they spent the rest of the game imprisoned. The heaviest months were definitely June and July. Lots of fighting all over the map and multiple player-led armies in close proximity to each other.
The last proper battle was fought in late August, September had some skirmishes with revolting peasants. By the end of August one faction had captured all players of two of the five factions, and forced negotiations with the remaining two. The lead-up to these negotiations and the negotiations themselves were some of the most fun I had, not only because I didn't have to do as much, but because all of the players inhabited their characters so well and really fought for the values of their faction (or themselves).
In the end, after an attempted last hurrah by one of the parties that was stopped in its tracks with skilled espionage, the negotiations ended in the imprisonment of yet another player, leaving free only like-minded commanders. I called the game, as while escape and other shenanigans were still possible, it felt like a good place to end the experiment.
I'm currently preparing another Cataphract game set in an alternate universe Age of Sail. It will have a lot of new and replaced rules, as I'm switching the focus from day-to-day logistics to a higher-level economic strategy game. I think it's coming along nicely.