
Welcome to
the TribeVibes Web site.
What is TribeVibes?
To put it simply, Tribe Vibes is a highly addictive 'play by mail' game
that challenges you take a neolithic tribe, and make them into a major world power.
Sounds easy? If you think so then you have never played the game.
Tribe Vibes (the basic concept).
You are issued with a new clan/tribe of 4000+ people based in the bronze age. They
are given some items and skills that should allow them to survive in the hostile world
that surrounds them. The player is then given some basic information on the
immediate terrain that surrounds the tribe, and is effectively left to decide what course
of action their people will follow. They are not given any indication as to where they
are, and have no idea as to what dangers may lay in wait in the area around them.
Now I know what you're asking yourself, how does a tribe who possess only limited skills,
items and
very limited knowledge take over the world?
The answer is, it doesn't. As we have probably all been told on countless occasions,
anything worth
having is worth waiting for. And so it is with Tribe Vibes!
Perhaps the one attribute a player must possess is patience as even though a tribe starts
off with some skills, they are only enough to allow it to survive for a while. It is
entirely up to player to determine what areas the tribe will develop in order for it to
continue to survive in the short term, and attempt to rise to position of dominance in the
long.
Tribe Vibes (behind the scenes).
At present, the game is a mixture of hand and computer moderation. There is no
intention to remove the hand moderation, as this adds a very worthwhile human element to
the running of the game. It also keeps a player free to develop new skills and items
that are not available in the standard game. It is perhaps to early to go into this in
detail, and as such you will find that it is further explained in the Skills/Research
section of the document.
There are currently three G.M's running continents on the TribeVibes world. At this
stage, TribeVibes is operating on a two week turn around for each round, ie. it takes
about one week for the turn to be processed and sent out, and then you get about one week
to decide what to do and submit your next lot of orders.
Turns may be either posted or E-Mailed depending on the player's preference (the only
advantage of
E-Mail is that it tends to allow you to receive your turn faster than if it is posted),
and must be received by the date indicated on the return (usually a Wednesday). If a
turn is not received by the due date, and a really good reason is not given, then a
default turn is processed in it's stead. Default turns are usually based on the orders you
last gave.
Each turn represents one game month.
Tribe Vibes (the game).
As stated earlier, the basic idea of Tribe Vibes is develop your tribe of
hunter/gathers into a cohesive society that will make all the other fur clad, bone
wielding savages in vicinity green with envy. To do this, you have to develop skills that
will allow you to do bigger and better things while protecting, feeding and generally
providing for needs of your people. This is no easy task.
Your Tribe
Your Tribe is broken up evenly into three groups of people:
Warriors (people with the necessary hand eye co-ordination to swing a bone axe or
sword).
Actives (those that are able bodied enough to take part in the activities that actually
provide for the people)
Inactives (the elderly, the infants and people who perform functions that do not make
things, eg healers, teachers)
Warriors may:
Defend the tribe or village
Attack an enemy
Act as scouts
Be treated as actives if not being used of other purpose
Actives may:
Hunt for food
Produce anything that you have the necessary skills to make
Herd or slaughter your animals
Gather or mine raw materials
Inactives may:
Help in healing, perform research, teach the children, etc
The Turn
Each game turn follows the sequence below, and the results are determined by the orders
that you gave previously and in some cases, chance.
1.Combat/Encounter resolution
2.Activities
3.Provisions break-up
4.Tribe movement
5.Scout movement
6.Miscellaneous orders
7.Skills/Research attempts
When you receive your turn from the Game Master, it is then entirely up to player to
decide the moves they will make next. It is this freedom that makes Tribe Vibes such an
addictive pastime, as it really allows a player to use the scope of their historical
knowledge and imagination when they attempt to take their tribe in a certain direction.
With any luck this web site has given you some insight into the game. This is by no means
a definitive representation of Tribe Vibes, as it meant to be vehicle to tempt others to
give it a try. As you may have realised, the rules are fairly complex, and what has been
listed on this page barely scratches the surface, but this is because there has been an
attempt to make the game more realistic.
If you are interested in giving Tribe Vibes a go, or just have some questions, please
E-Mail one of the
Game Masters below.
Jeff
Peter
Andrew
Links to other Tribe Vibes sites:
http://www.flash.net/~ptravers/TribeNet/index.html
http://www.geocities.com/TimesSquare/Alley/2187/tribenet.htm
http://www.geocities.com/TimesSquare/Dome/6811/index.html