Re: [GZG] DSIII q
From: John K Lerchey <lerchey@a...>
Date: Mon, 6 Mar 2006 13:49:52 -0500 (EST)
Subject: 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@cse.buffalo.edu> 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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