GZG List archives -- January 2006

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RE: FT Scenarios (was: Re: [GZG] Re: Points systems)





>> Are people really going to want to play games where they are outpointed >> 5:1?

Yes!


>
> It's called "economy of force".
>
> Your mission suddenly becomes "positively ID enough enemy ships to
> convince your fleet headquarters you havn't come down with galloping
> cowardice, then withdraw your force.  If you're feeling froggy, or
> your enemy has deployed badly, go ahead and shoot up a couple of his
> smaller ships before you go."

I actually like games like this where the goal isn't always just blow
everything up. It makes you think more.

Absolutely!

I've run a lot of Stargrunt scenarios with just this same kind of un-balance, and as long as the scenario is reasonable, it can be great fun.

By "reasonable" I mean that both sides have to have achievable mission conditions, whatever those might be. John's example is a good one for that 20% vs. 100% sort of thing.

I think that the prevalence of games with points systems and army lists tend to get people to think that a good game has to be "balanced" in terms of equal forces on the table. After playing a lot of SG where there (happily!) is no points system, I'm of the opinion that balance can be simply giving both sides a reasonable chance of achieving *their* victory conditions - but the actual on-table forces can be wildy *unbalanced*. The balance comes in the scenario design.

For example, one of the sample scenarios in the back of the SG rulebook is a "sniper-vs-platoon" thing, in which one side has 1 or 2 models and the other has a full platoon. I've played it, and it was a lot of fun.

Probably my most memorable SG scenario was a game in which I played a reinforced infantry platoon versus a mechanized company and was outnumbered about 6:1 or maybe 8:1 in terms of on-table force. Had a great time. The same principles can apply to FT scenarios, and Jon T's suggestions about the scenario cards is a great idea. That, or simply creative scenario design ahead of time.

All of this, however, presupposes the points John A. and Laserlight and others have been making - each participant needs to know what his or her mission parameters are to have the game make any sense.

-Adrian

Adrian Johnson
adrian@xxxxxxxxxxxx
www.stargrunt.ca



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