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Subject: 
Re: Brikwars at OurCon 04
Newsgroups: 
lugnet.org.us.nelug, lugnet.gaming
Date: 
Thu, 1 May 2003 14:55:19 GMT
Viewed: 
1954 times
  
In lugnet.org.us.nelug, Jonathan Dallas writes:
I think the three hour time slots would work well for the game I have in mind.

What I've come up with so far is a TL2 game for mulitple players broken up
into three stages each consisting of three missions.  Each of these missions
can be done at the same time by different participants.  The participants
would control the good guys while NELUG would control the evil warlord and
monsters.  This will allow us to adjust our game play to let the
participants win without making it too easy for them.  I also like to design
games where the participants are working together and not fighting each other.

I agree, especially for a Gaming Con where non-AFOLs will be invited to
join, that it would be nice to have the players be allies versus NPC
opponents.  Having NELUG play the NPCs would work nicely.  This creates a
nice scenario where teamwork is encouraged.  Plus with NELUG as NPCs/GMs, it
offers the out-of-character chance to teach newbies the rules during gameplay.

Now you notice that all of these missions end up with a happy ending.  That
is because I plan on adjusting the number of evil creatures attacking the
participants to let them just win each battle.  Nobody likes to lose.

I must disagree with this part of your thinking.  As a GM, I have known many
players who actually enjoy getting their characters/units killed, especially
at Cons where they aren't losing characters/units that they have invested a
lot of time in.  Other players like to see that losing is possible because
it makes the game seem more real or more challenging.

Modifying early missions to ensure the players survive long enough to
experience later missions might be reasonable.  But I don't think that it
should be guaranteed that the players will win.  As GM, I believe that a
good game should include some easy encounters, some challenging encounters,
and an occasional difficult challenge.  I don't aim to make them lose, nor
win, but try to offer chances for both.  That's just how I would do it
though.  If you wish to develop this scenario your way, don't let me stop
you.  I just thought you might want some food for thought.  :)


To create this game I will need to size the layout so that I can have three
participants playing at the same time without them getting in each others
way.  I will also need to game test the different missions to make sure that
they can be completed and that they don't take longer than 3hours.

As I said, I should be able to contribute some scenery elements for an
OurCon showing.  Although I will also be developing a Space Display...

Anyone interested in doing this?  Or at very least to play a mission every
other week.

I am almost certain that something as often as twice a month is beyond my
ability currently.  But I would love to hear about how this develops if any
of you choose to meet that frequently.  :)

-Hendo



Message has 1 Reply:
  Re: Brikwars at OurCon 04
 
(...) I always appreciate other options, because they let me see things that I might have over looked. In the end I usually take all the feedback I get and modify the game to try and meet as many of them as possible. I agree that losing troops is a (...) (22 years ago, 1-May-03, to lugnet.org.us.nelug, lugnet.gaming)

Message is in Reply To:
  Re: Brikwars at OurCon 04
 
I think the three hour time slots would work well for the game I have in mind. What I've come up with so far is a TL2 game for mulitple players broken up into three stages each consisting of three missions. Each of these missions can be done at the (...) (22 years ago, 1-May-03, to lugnet.org.us.nelug, lugnet.gaming)

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