[GZG] More on subplots (was: Re: RE: FT Scenarios)
From: Ground Zero Games <jon@g...>
Date: Thu, 12 Jan 2006 11:01:45 +0000
Subject: [GZG] More on subplots (was: Re: RE: FT Scenarios)
Further to last email on subplot cards, please keep in mind that we
don't want too many of them to be major game-winning (or losing)
events, that then just becomes too random - you might as well have
one that says:
.................
"You can't be arsed to play tonight. Show this card to your
opponent, pack up the game and go down the pub instead.
If you claim this as a win, you are buying the drinks."
................
Now come to think of it, that's not that bad an idea..... ;-)
But seriously, the majority of them should be relatively minor events
that add a bit of extra fun and colour to the game, without
dramatically affecting the outcome. Of course, you can juggle how
much effect they have by deciding how many "blank" subplot cards you
have in the deck. If you like a very cinematic game (in terms of
style, not movement system!) you might have very few blanks, so that
active subplots become the norm rather than exception, or for a more
"serious" approach you might have lots of blanks so that an active
subplot is quite a surprise when it does occasionally occur.
Jon (GZG)
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