GZG List archives -- March 2006

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Re: [GZG] DSIII q



Grant et al.,

I agree with what you are saying in principle. However, I would caution that no rules system guarantees full participation. As an example, I would point out the FT game that you invited me to participate in at the ECC. As you know, each player was given a small task force as part of a larger, 2-sided engagement. Random placement (or displacement, as the case may have been) altered entry points. Some NSL task forces had thrust of 2. If my group of 2 ships had started in a far corner rather than at the front of the battle, it's entirely possible that I'd have done nothing but accel by +2 and move for the entire game. Not saying that I'd likely never get in a shot, but it could have happened. If the faster FSE ships had charged in, then turned and bolted for the far end of the table, I would NEVER have caught up.

So, rather than addressing this issue as a "rules problem", I would say that it should have been my job to suggest that you (the players) not each control full companies, but rather that each player control 1 company command and one platoon in their own company, and 1 platoon in each other players companies. That way, when player A's company charges in, players B and C each have a platoon to play with in the firefight. That at least increases the chance of fuller participation by each player. :)

Still, it's a valid point that you bring up, especially for convention games.

:)

John

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Mon, 6 Mar 2006, Grant A. Ladue wrote:


Let me rephrase it then. For me, a "convention" game implies at least 2 players to a side and usually has more. Quite frequently, more than 1 of these players will be new to the game. Almost all of our local games fall into this type of category whether they are played at a convention or not. As such, I would prefer to see the rules be set up such that it minimizes the chances that one or more of these players spends most of the game doing nothing.

 Now, that said, I've got no problem with the rules being configured the way
they currently are if that works well for smaller groups of players.  I would
just like to see a "standarized" set of options that would allow groups to run
it in a more "group friendly" way when appropriate.  I'm a big fan of optional
rules that help to prevent a large accumulation of "house rules" to achieve the
same effect.  Optional rules have the advantage of being accessible to all and
allow for formal answers to questions that arise.  I find that flexibility in
a ruleset is highly preferable.


grant




Grant,

I think your ideas of how to make a convention game
more interesting for all players are very good and
quite valid in that setting.

I don't think that the rules should be written to
"keep folks happy at a convention".  I think that
should be up to the GM and the scenario.

I think the rules should simulate combat with weapons
and equipment that are not available to us now but are
possible to exist given the laws of physics.  There
are situations in every battle where significant
portions of the forces available were not active. This
should be part of the game.  If the players do not use
all the force available then that is a tactical
mistake that should result in a loss.  If the rules do
not allow forces to enter the battle but have a good
reason for that (ie firefight ongoing is working
inside the normal game timeline) that is fine by me.

Bob Makowsky

- Note that I am a "simulationist", I would be happy
if the game did not have any players at all (even at a
con) if it resulted in the "most likely
historical(future historical) outcome.  I play games
to see what could have, should have, or would have
happened.  Winning and losing matter not and I have as
much fun watching what other players are contributing
to the simulation as I do actually moving and firing
myself.

So given that, my comments are to maximize the
simulation of the system (though I understand that if
it is not a "fun" game then it will not sell and I
will not have the opportunity to buy it).


--- "Grant A. Ladue" <ladue@xxxxxxxxxxxxxxx> wrote:


On Fri, 3 Mar 2006, Grant A. Ladue wrote:


:-) Yeah, I get that. I'm just saying that in a convention setting, that can be an extended period of time where everyone else isn't doing anything. Minimizing that is a good thing. I know that a lot of it is that we're not yet really familiar with the new system and therefore don't know how to use it to avoid this. Still, my first look at it made me feel like putting in a few things to help limit one or two firefights being the *entire* game would be a good thing. I'll happily concede the point if repetitive play in a similiar setting shows that it doesn't come up often enough to be a concern. I'm concerned though, because I've been to many a convention and the only games I didn't enjoy were where the scenario setup or the game rules left me unable to do *anything* for most of the game. For DSIII I'm a bit concerned that the "shaken" result which forces unit to go to cover may often force one player's forces entirely to cover. If a long firefight or firefights occur after that, you may never reach the end of the turn that allows those units to get back into action. I'm thinking that some mechanism for keeping things flowing to turn end points is a good thing, especially in the convention type games.

   Our game at ECC was ~ 3 to 3.5 hours of play, and
the entirety of the game
 was 3 firefights in the first turn.  We probably
had 2 more to go to the end
 of the turn (we had 2 more mbt units to ram home).
I didn't get a close look
 at the other game, but I thought it was similiar.
I like how DSIII plays, but
 I'm not sure that one turn convention games are a
good idea.

   I want to make sure that you understand that I'm
not being critical of the
 game system or how it's been developed.  I'm just
thinking out loud about
 what might be a flow issue in the game.  I rather
enjoyed the faster movement
 speeds and the morale.



grant

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