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[DS] Scenario Design for Cons

From: Don Greenfield <gryphon@a...>
Date: Fri, 23 Jun 2000 19:23:09 -0600
Subject: [DS] Scenario Design for Cons

   The recent posting regarding the West Coast con reminds me that I'm
hoping to run a DS game at the con.  Since I've never been to a con,
much
less run a game at one before, I'm looking for some tips from the more
experienced folks out there. 
	First of all, how many players for a ground game like DS make
for a good
con game? Since I haven't played all *that* much DS, I really, really
don't
want to run Carter Island II, but by the same token running a two player
game at a con seems sort of wasteful.  I'm thinking a game of about
three
or four players would be best.	Any opinions?
	Secondly, what sort of force levels should I be looking at?  The
general
sense I get from the miniatures comunity at large is that the best way
to
set up forces isn't so much the points value of each side, but the level
of
decions involved in commanding the forces.  What I'm saying (badly) is
that
it's (generally) more fun to run an armoured company that to run an
Ogre,
which in turn is more fun to run than one super-duper tank armed with
one
super-duper gun.  More decision making involved, the more fun.	This is
subject to diminishing returns, naturally.  What kind/number of forces
lead
to a good (or even decent) game that can be run in a two hour con slot?
	Any good general tips to running a game at a con?  I picked a
few over the
years, but can always use more.
	That's it as far as the questions.  The scenario I've been
considering is
a somewhat modified version of the spaceport assault scenario from the
Dirtside rulebook, with a ESU unit attacking an FSE spaceport (I know, I
know, but politics get murky out in the Colonies).  I'm thinking a
company
of PA with infantry walker support vs hordes (read short battalion ) of
lightly armed security types, with a minor twist or two. I'm kind of
afraid
of going overboard, which is why I'm looking for some tips. Thanks for
any
response.

Don


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