The earliest play-by-mail games developed as a way for geographically separated gamers to compete with each other using
postal mail.
Chess and
Go are among the oldest examples of this. In these two-player games, players sent moves directly to each other. Multi-player games emerged later:
Diplomacy is an early example of this type, emerging in 1963, in which a central
game master manages the game, receiving moves and publishing adjudications. According to Shannon Appelcline, there was some PBM play in the 1960s, but not much. For example, some wargamers began playing
Stalingrad by mail in this period. these included games such as
Nuclear Destruction, which launched in 1970. This began the professional PBM industry in the United States. Professional game moderation started in 1971 at Flying Buffalo which added games such as
Battleplan,
Heroic Fantasy,
Starweb, and others, which by the late 1980s were all
computer moderated. For approximately five years, Flying Buffalo was the single dominant company in the US PBM industry until
Schubel & Son entered the field in roughly 1976 with the
human-moderated Tribes of Crane. After Harvey played Flying Buffalo's
Nuclear Destruction game in the United States in approximately 1971, Rick Loomis suggested that he run the game in the UK with Flying Buffalo providing the computer moderation. Individual PBM game moderators were plentiful in 1980. However, the PBM industry in 1980 was still nascent: there were still only two sizable commercial PBM companies, and only a few small ones. The most popular PBM games of 1980 were
Starweb and
Tribes of Crane. W.G. Armintrout wrote a 1982 article in
The Space Gamer magazine warning those thinking of entering the professional PBM field of the importance of playtesting games to mitigate the risk of failure. By the late 1980s, of the more than one hundred play-by-mail companies operating, the majority were hobbies, not run as businesses to make money. Townsend estimated that, in 1988, there were about a dozen profitable PBM companies in the United States—with an additional few in the
United Kingdom and the same in
Australia. In 1993, the founder of
Flagship magazine,
Nick Palmer, stated that "recently there has been a rapid diffusion throughout continental Europe where now there are now thousands of players". In 1992, Jon Tindall stated that the number of Australian players was growing, but limited by a relatively small market base. In a 2002 listing of 182 primarily European PBM game publishers and
Zines,
Flagship listed ten non-
UK entries, to include one each from Austria and France, six from Germany, one from Greece, and one from the Netherlands. PBM games up to the 1980s came from multiple sources: some were adapted from existing games and others were designed solely for postal play. In 1985, Pete Tamlyn stated that most popular games had already been attempted in postal play, noting that none had succeeded as well as
Diplomacy. Tamlyn added that there was significant experimentation in adapting games to postal play at the time and that most games could be played by mail. Thus they tended to be more complicated and gravitated toward requiring computer assistance.
Flagship began publication in the United Kingdom in October 1983, the month before ''Gaming Universal's
first issue was published in the United States. In the early 1990s, Martin Popp also began publishing a quarterly PBM magazine in Sulzberg, Germany called Postspielbote''. The PBM genre's two preeminent magazines of the period were
Flagship and
Paper Mayhem. In 1984, the PBM industry created a Play-by-Mail Association. This organization had multiple charter members by early 1985 and was holding elections for key positions. Flying Buffalo Inc. conducted a survey of 167 of its players in 1984. It indicated that 96% of its players were male with most in their 20s and 30s. Nearly half were
white collar workers, 28% were students, and the remainder engineers and military. The 1990s brought changes to the PBM world. In the early 1990s, trending PBM games increased in complexity. In this period, email also became an option to transmit turn orders and results. These are called play-by-email (PBEM) games.
Flagship reported in 1992 that they knew of 40 PBM gamemasters on
Compuserve. One publisher in 2002 called PBM games "Interactive Strategy Games". Turn around time ranges for modern PBM games are wide enough that PBM magazine editors now use the term "turn-based games".
Flagship stated in 2005 that "play-by-mail games are often called turn-based games now that most of them are played via the internet". In the 2023 issues of Suspense & Decision, the publisher used the term "Turn Based Distance Gaming". In the early 1990s, the PBM industry still maintained some of the player momentum from the 1980s. For example, in 1993,
Flagship listed 185 active play-by-mail games. Patrick M. Rodgers also stated in
Shadis magazine that the United States had over 300 PBM games. And in 1993, the
Journal of the PBM Gamer stated that "For the past several years, PBM gaming has increased in popularity." That year, there were a few hundred PBM games available for play globally. However, in 1994, David Webber, ''Paper Mayhem's'' editor in chief expressed concern about disappointing growth in the PBM community and a reduction in play by established gamers. At the same time, he noted that his analysis indicated that more PBM gamers were playing less, giving the example of an average drop from 5–6 games per player to 2–3 games, suggesting it could be due to financial reasons. In early 1997, David Webber stated that multiple PBM game moderators had noted a drop in players over the previous year. By the end of the 1990s, the number of PBM publications had also declined. ''Gaming Universal's
final publication run ended in 1988. Paper Mayhem'' ceased publication unexpectedly in 1998 after Webber's death.
Flagship also later ceased publication. The
Internet affected the PBM world in various ways. Rick Loomis stated in 1999 that, "With the growth of the Internet, [PBM] seems to have shrunk and a lot of companies dropped out of the business in the last 4 or 5 years." Shannon Appelcline agreed, noting in 2014 that, "The advent of the Internet knocked most PBM publishers out of business." The Internet also enabled PBM to globalize between the 1990s and 2000s. Early PBM professional gaming typically occurred within single countries. By 2014 the PBM community had shrunk compared to previous decades. A single PBM magazine exists—
Suspense and Decision—which began publication in November 2013. The PBM genre has also morphed from its original postal mail format with the onset of the
digital age. In 2010, Carol Mulholland—the editor of
Flagship—stated that "most turn-based games are now available by email and online". The online Suspense & Decision Games Index, as of June 2021, listed 72 active PBM, PBEM, and turn-based games. In a multiple-article examination of various online turn-based games in 2004 titled "Turning Digital", Colin Forbes concluded that "the number and diversity of these games has been enough to convince me that turn-based gaming is far from dead". ==Advantages and disadvantages of PBM gaming==