Re: [OFFICIAL] FMA Testing...
From: "Jim 'Jiji' Foster" <jiji@m...>
Date: Fri, 16 Jul 1999 08:26:56 -0700
Subject: Re: [OFFICIAL] FMA Testing...
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Jim 'Jiji' Foster / jfoster@nospam.kansas.net / Jiji @ AnimeMUCK
On Thu, 15 Jul 1999 23:00:20, 'twas written:
>The first and most important job in testing FMA to get it to a
publishable
>stage is to make sure that the CORE RULES are solid, simple and
adapatable.
<snip>
>Rather than trying to add complexity and variables at this stage, the
>object should be to refine the basics to the simplest possible form of
the
>game - THEN we can add all the bolt-on goodies.
Makes sense. Could you perhaps elablorate on what constitutes the 'core'
rules? Only the [OFFICIAL] stuff so far? Unit morale? Weapon Effects?
Wounding? If you could provide some direction regarding the items you
feel are essential, that might help focus things a bit. I'm fairly
certain that everyone who's contributed so far sees the focus of their
input as being 'core'.
>fixed then we can start laying on the chrome......
Speaking of chrome, I think the core rules need to cover cybernetic
enhancement, bio-reeningeering and nanomachines! Really, all it would
take is another half-dozen counters per figure... ;)
Seriously, though, I'm planning on running a test this weekend with a
young friend who's Star Wars-obsessed. As his gaming experience has been
largely of the computer or CCG variety, I'll see how 'teachable' this
set is. I plan on using the 'range bands by troop quality' variant
proposed a few days back. AAR on Monday, if warranted.
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