GZG List archives -- October 2005

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Re: Re: [GZG] First go at a campaign - some questions



In our campaigns the organiser is also playing.

Because we are playing on a map and all the ships are represented by counters indicating their approximate size there is some information about what is going on.

We roll for initiative and then each player takes it in turn to move their ships that impulse. because our ships can move a number of squares equal to half their thrust, ships with more thrust can either move further or hold off moving to await initial developments and then move in later impulses.

because all moves are visible everyone can play and you don't need movement orders.

We also play that ships can "pin" another ship by moving into the same strategic square as an enemy ship so there can be advantages to movning first.

The main issue with having the organiser playing is that you can't really discuss potential rule interpreations with that person without giving away what you are planning. e.g. I wondered about using needle missiles against the SaVasku power generators but did'nt want to tip my hand to my Umpire /opponent. It turns out you can't needle beam SV generators but its not clear in the rules.

The other thing to consider is how much effort you want people to spend on managing their "economy", supply ships  and merchant fleets. if you have to move resources on cargo ships you can then arrange convoy type games, but the overhead can be quite large.

We went for a simpler system where ships in supply can get repaired and resupplied automatically, ships out of supply can suffer mechanical breakdown and can't replenish or repair.

Keeps it focussed on the battles.

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