Subject:
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Re: NLDA [aka Medieval] Brikwars*
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Newsgroups:
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lugnet.org.us.nelug
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Date:
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Fri, 22 Jun 2001 20:37:53 GMT
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Viewed:
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1036 times
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In lugnet.org.us.nelug, Suzanne D. Rich writes:
> David Eaton wrote:
> > I'm certainly up for it... of course I'll also take that to mean that we'll
> > fluctuate what troops & weapons we field depending on your inital
> > positioning.
>
> (define 'fluctuate' here?)
Well-- really what it means is like Eric J. said (and I recall saying in the
past), wherein if one team is defending, the attacking team gets a bit of a
bonus becuase defending a good position/item has slight advantages. My
thought on fluctuating my troops meant our advantage was knowing your layout
before deciding which weapons/troops to field, and also where to field them.
> This sounds like what I was hoping for. though it would seem that you
> ought not to know where *all* our men are.
Fair enough-- although I'd still add the stipulation that we know WHAT
you're going to field if not where it is; whereas we may alter what we
actually field depending on what we know you're using in defense.
> what if each team started
> with duplicate maps of the environment and some indication of important
> features (placement of visible guards, exteriors of buildings, etc.,
> planned their positions privately, and then positioned their troops
> according to their plan. (in other words doing partial simultaneous
> positioning) Is this too complicated? I'm just thinking about how the
> element of surprise would actually work inside the game..
I like it pretty well-- basically if you've got anything major/non-moveable,
it should go down first, just as our "scouts" would probably tell us basic
position, but not specific troop's positions... Actually, hmm.. maybe we'd
know where larger "groups" were, but not specific hero's, etc, who are
more-or-less constantly in flux. I dunno.
> > > This
> > > definitely is more objective-based than I've seen in the past, but I think
> > > it would be fun. It would also speed up the game a bit buy not wasting time
> > > marching a bunch of troops to the center of the field. Thoughts?
>
> How 'bout we kidnapped your ugly, wailing princess for ransom (or some
> such), and are kinda expecting you. Game starts upon your arrival, maybe
> giving you the first turn, but allows us the possibility of laying traps.
Hmm... maybe. This gets into more of what Eric was saying about having a
more defensible position. If you've set traps in our path (I.E. your scouts
know which direction we're coming from) and you're setting an ambush or some
tree/rock traps, and we (as players) have no knowledge about them, I'd
probably want some additional compensation because suddenly our element of
suprise/foreknowledge on your team (our former advantage) has been flipped.
> I'm way more excited about a game with a pre-defined situation. Feels a
> lot more like a RPG and less like a simulation. Makes for a nice game
> documentation too, I'd think. I'd like it even better if the game were
> left set up and played through enough sessions to allow completion. (I
> understand the constraints of this however)
It'd be even more entertaining if we set up a nice little storyline
before-hand. Why'd you capture our princess anyway? Who else might pay her
ransom? Are you baiting us? Has she objected to the kidnapping? How'd you
pull it off? Did we have a traitor in our midst? Do we expect a fight? Or
did we come to pay you off? Or did we just TELL you that?
> I think we have enough time to figure something out. (?) esp with the
> meeting coming up. (provided the Guinness doesn't flow too freely) :-D
Yeah, I expect discussing this in person will be a little more enlightening...
> In a way, that's not much different than a dungeon adventure. IMHO,
> something like that begins to require a neutral party to keep info
> secret 'till the time is right.
Definitely. It might be nice in the future to have a game-master "host" a
game with pre-set conditions... I dunno... Or if the planner took the weaker
side, as in Eric & Shaun's game (I recall Shaun developed the scheme and
took the eventually losing side-- see, your team's just doomed)
> "Many have died to bring us this information." (or however it goes..)
Sheesh. They can't even quote Star Wars correctly. I wonder if their traps
will consist of running away and immediately surrendering our princess.
DaveE
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Message is in Reply To:
| | Re: NLDA [aka Medieval] Brikwars*
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| (...) (define 'fluctuate' here?) This sounds like what I was hoping for. though it would seem that you ought not to know where *all* our men are. what if each team started with duplicate maps of the environment and some indication of important (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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