In looking back at what I have played I notice a lot of boardgames and only a few minis games. This is mainly because of time - the board games can be played with no notice and JM and I are playing a couple of times a week.
May '11
Dominion
Ticket to Ride (7)
Starcraft Boardgame (2)
Memoir '44 (2)
TYW with Sharp Practice
Strange Aeons
Pathfinder (4)
Swashbuckling Adventures
Zombies Ate My Baby/Tribes
April '11
Memoir '44 (3)
Pathfinder Campaign (2)
Swashbuckling Campaign (3)
Ticket To Ride (2)
ACW2 with home rules(1)
TYW with Sharp Practice (1)
Wednesday, June 15, 2011
Tuesday, June 7, 2011
My version of Chase Cards
For quite some time, as in 20+ years, I have been disappointed with how chases were handled in RPGs. When Pathfinder came out I was excited because they gave some chase rules that seemed to work and were close to ideas I had derived after using the Hot Chase rules.
Unfortunately I found the Pathfinder chase rules too linear. 10 cards, most with obstacles summed up into make one of 2 checks. There is no room for tactical thinking, no room for options, just pick which you are better at. This was the burr in my saddle with 4th ed D&D skill checks as well so I have finally sat down and tried to design my own cards to work with the Pathfinder rules.
They aren't that different than the normal Pathfinder rules, rather I have tried to add a little bit of choice. Each card has obstacles broken into 3 categories by level - brown for street level, green for 2nd story, balconies, etc. and red for the roofs.
There will be two decks - street cards and alley cards. These cards are fairly preliminary - a few of you will see them in this week's playtest, but essentially the alley cards allow for more twists and turns as well as a better chance of ditching the opponent.
Broadly speaking the cards will be divided into
Obstacles - a skill check or decision must be made to pass to the next card
Options - a choice is available - intersections, alleys, courtyards, etc. If pursuers are out of sight these cards may end the pursuit if the followers fail a track or random guess.
Encounters - People who may react to the chase or present the opportunity to recruit help.
Dead Ends - These block movement on one or more levels.
Corners - may have an obstacle as well, but they block line of sight. More common in alleys, they can shut down the long range snipers.
Essentially the deck then becomes a map that may either be preplotted by the GM or random. Each card will also be numbered to make pre planning easier.
Wednesday, June 1, 2011
Miscon follow up
While I had intended on running several miniature games this year, I ended up running just one, a Strange Aeons game. It went over well with the three players I had. Unfortunately I took no pics, but I will when I run it again at the August game day here in Missoula. I may even take it on the road for Spokane's upcoming game day as it is not too terrain heavy.
What did go over well was my Zombies Ate My Baby! adaptation of Steve Jackson's Tribes (formerly Darwinopoly) game with eleven players. The play was relatively nonchalant until zombies broke through the defenses and ate half of the tribes children. Yep, half. Talk of annarcho syndicates and fundamentally capitalist systems went out the window as players turned to scavenging in hopes of finding better weapons which in turn led to a collapse of the food system and eventually a life on the edge.
The scavenge rules worked well, a couple of tweaks to the existing rules were made to streamline things, and the notes for next game are;
What did go over well was my Zombies Ate My Baby! adaptation of Steve Jackson's Tribes (formerly Darwinopoly) game with eleven players. The play was relatively nonchalant until zombies broke through the defenses and ate half of the tribes children. Yep, half. Talk of annarcho syndicates and fundamentally capitalist systems went out the window as players turned to scavenging in hopes of finding better weapons which in turn led to a collapse of the food system and eventually a life on the edge.
The scavenge rules worked well, a couple of tweaks to the existing rules were made to streamline things, and the notes for next game are;
- The scavenge deck needs to be balanced. The MRE cards were too plentiful, though they saved the tribe. Make most of them smaller in size and perishable (Food Cache?).
- a better food counter needs to be made. Tokens slow down the play, but do keep people honest.
- Removing the breakage die roll worked. To balance it out double 3,4,5, or 6s break an item for a proficient user ( hunter with spear, gatherer with basket) 2-6 for a non proficient user.
- Pregnancy can be hard to remember - use a two sided token to mark the time.
- Starvation rule - adults may pay 3 food instead of four but move from strong/average to average or weak.
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