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On a different note, my system fourway campaign design had simplistic (TSR's Buck Rogers board game) orbital mechanics that meant that allies, on opposite sides of the outer orbital ring, had enemies 'to the right and left of them.' Ganging up should have meant draining 'borders' to the other enemy.
That orbital map in the Buck Rogers game was quite ingenious. One of these days I'm going to try to adapt it to other games. _______________________________________________ Gzg-l mailing list Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l