GZG List archives -- January 2006

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Re: [GZG] [FT] Plotless Full Thrust game



I would like to teach my nephews to play Full Thrust. Unfortunately,
computer video games have shortened their attention span. I think
the one thing that will put them off is plotting moves for the
individual ships. So, I would like to introduce houserules that do
away with plotting.  I recognize that it is still important to
keep track of the previous turn's speed, so I'll make up some counters
to put on each ship's stand to record this.

[snip]

I've always considered the plotted movement (and hence the need to anticipate your opponent's intentions) to be a very fundamental part of FT, and while it's certainly possible to play it in various ways without plotted movement, that makes it a very different game.

My preferred method for playing the game with young and/or inexperienced players who find the concept or execution of plotted movement a problem is this:

Assuming you have one experienced/adult player against a youngster or newbie, make the experienced player plot movement as normal for his/her ships, then allow the young player to move his/her ships (without plotting, but still adhering to the normal movement rules and restrictions). Finally the experienced player moves in accordance with the plotted orders. The end result of this is essentially the same as if both sides plotted and then moved as normal, thus preserving the feel of the game.
Yes, this method does mean that there are problems with placed marker weapons like SMs (though only if the experienced player is using them - the youngster can use them in the normal way without problems), but probably you would be better sticking to simple direct fire systems when teaching young players anyway. As they get more used to the rest of the game, then maybe you can introduce them to the full plotted movement at a later stage.


Best,

Jon (GZG)
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