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[GZG] More on subplots (was: Re: RE: FT Scenarios)

From: Ground Zero Games <jon@g...>
Date: Thu, 12 Jan 2006 11:01:45 +0000
Subject: [GZG] More on subplots (was: Re: RE: FT Scenarios)

Further to last email on subplot cards, please keep in mind that we 
don't want too many of them to be major game-winning (or losing) 
events, that then just becomes too random - you might as well have 
one that says:

.................

"You can't be arsed to play tonight.  Show this card to your 
opponent, pack up the game and go down the pub instead.
  If you claim this as a win, you are buying the drinks."
................

Now come to think of it, that's not that bad an idea.....  ;-)

But seriously, the majority of them should be relatively minor events 
that add a bit of extra fun and colour to the game, without 
dramatically affecting the outcome. Of course, you can juggle how 
much effect they have by deciding how many "blank" subplot cards you 
have in the deck. If you like a very cinematic game (in terms of 
style, not movement system!) you might have very few blanks, so that 
active subplots become the norm rather than exception, or for a more 
"serious" approach you might have lots of blanks so that an active 
subplot is quite a surprise when it does occasionally occur.

Jon (GZG)
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