ObiFettUse the ForceAs You WishRegistered Userregular
I was in the planning stages of trying to run a Risk:Legacy PbP game, but got stuck on one thing.
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I was in the planning stages of trying to run a Risk:Legacy PbP game, but got stuck on one thing.
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I would assume the same way other combat games handle lots of dice rolls - the host makes all the rolls and posts the results. We did this with our last TI game and it works fine as long as all the modifiers and such are spelled out in detail to the players.
I had many entertaining nights in first year of uni playing drunken Munchkin. Great game? No. Good social lubricant? Sure, when mixed with alcohol.
I barely play it these days, but I don't have the heart to get rid of it.
I found this to be true depending on who you are with. Last time I played it the host of the game was super-serious about playing "well", yet many of us were not sober (me included). His getting upset at some of our drunken play choices has literally made me not want to play it again.
What the hell. Munchkin is basically the perfect example of a game you can't take serious under any circumstances.
What is this I don't even.
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ObiFettUse the ForceAs You WishRegistered Userregular
I was in the planning stages of trying to run a Risk:Legacy PbP game, but got stuck on one thing.
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I would assume the same way other combat games handle lots of dice rolls - the host makes all the rolls and posts the results. We did this with our last TI game and it works fine as long as all the modifiers and such are spelled out in detail to the players.
except that you can stop attacking a country at any point. So its not just one post for "Russia attacking Siberia" it could be many.
So for every attack, you'll have to get a post from the attacker committing however many armies they are committing, then from the defender stating how many armies are going to defend.
I get that it could be done, just wondering if there was a more elegant way of doing it that he thought of that I didnt.
So my FLGS is holding a copy of Twilight Struggle for my friend. We are gonna pick it up, punch it out and learn and play it at the store today.
Anything common pitfalls for new players? I'm going to see if I can fin the rulebook online and start learning the game.
Be very clear on the differences between the move types and the restrictions/penalties on them. If you can't figure out why you would ever use move X, you're probably missing something.
If DEFCON goes down to one, the active player always loses. It doesn't matter who made the decision that causes the change.
Friendly/neutral events are played for actions OR the event. Enemy events are played for actions in exchange for the event.
So my FLGS is holding a copy of Twilight Struggle for my friend. We are gonna pick it up, punch it out and learn and play it at the store today.
Anything common pitfalls for new players? I'm going to see if I can fin the rulebook online and start learning the game.
Be very clear on the differences between the move types and the restrictions/penalties on them. If you can't figure out why you would ever use move X, you're probably missing something.
If DEFCON goes down to one, the active player always loses. It doesn't matter who made the decision that causes the change.
Friendly/neutral events are played for actions OR the event. Enemy events are played for actions in exchange for the event.
Awesome thanks! I'll try to keep this points in mind as I go through the rules.
I was in the planning stages of trying to run a Risk:Legacy PbP game, but got stuck on one thing.
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I would assume the same way other combat games handle lots of dice rolls - the host makes all the rolls and posts the results. We did this with our last TI game and it works fine as long as all the modifiers and such are spelled out in detail to the players.
except that you can stop attacking a country at any point. So its not just one post for "Russia attacking Siberia" it could be many.
So for every attack, you'll have to get a post from the attacker committing however many armies they are committing, then from the defender stating how many armies are going to defend.
I get that it could be done, just wondering if there was a more elegant way of doing it that he thought of that I didnt.
Could just do a conditional order, commit x number of troops if I fail after 3 attempts then withdraw etc
I was in the planning stages of trying to run a Risk:Legacy PbP game, but got stuck on one thing.
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I would assume the same way other combat games handle lots of dice rolls - the host makes all the rolls and posts the results. We did this with our last TI game and it works fine as long as all the modifiers and such are spelled out in detail to the players.
except that you can stop attacking a country at any point. So its not just one post for "Russia attacking Siberia" it could be many.
So for every attack, you'll have to get a post from the attacker committing however many armies they are committing, then from the defender stating how many armies are going to defend.
I get that it could be done, just wondering if there was a more elegant way of doing it that he thought of that I didnt.
Could just do a conditional order, commit x number of troops if I fail after 3 attempts then withdraw etc
Another option is to get the players and host together on IRC when it is time to resolve the combat.
My Risk Legacy world has opened its last packet, so the PbP will be starting soon. This is intended for five people that wouldn't otherwise be able to experience this awesome bit of tabletoppery, and it's a 15 game commitment! Only sign-up if you feel you can stick with it for the whole run!
Note the first: When would this be starting?
Note the second: How long is each game estimated to last?
Note the third:
We approve of this endeavor.
I'm definitely interested but these are important questions, indeed.
I had many entertaining nights in first year of uni playing drunken Munchkin. Great game? No. Good social lubricant? Sure, when mixed with alcohol.
I barely play it these days, but I don't have the heart to get rid of it.
I found this to be true depending on who you are with. Last time I played it the host of the game was super-serious about playing "well", yet many of us were not sober (me included). His getting upset at some of our drunken play choices has literally made me not want to play it again.
Severity kills munchkin. We had a drunken thing going where when you fail to run from a monster, you can act out (full drunken LARPage) the battle. If it's funny enough, the group decides you have escaped unharmed. Usually with some sort of penalty like having to keep talking in that stupid accent you just used.
So my FLGS is holding a copy of Twilight Struggle for my friend. We are gonna pick it up, punch it out and learn and play it at the store today.
Anything common pitfalls for new players? I'm going to see if I can fin the rulebook online and start learning the game.
Be very clear on the differences between the move types and the restrictions/penalties on them. If you can't figure out why you would ever use move X, you're probably missing something.
If DEFCON goes down to one, the active player always loses. It doesn't matter who made the decision that causes the change.
Friendly/neutral events are played for actions OR the event. Enemy events are played for actions in exchange for the event.
Read the section on Realignment rolls and Coup attempts. Then again. Then again. Read it until you are able to recite it flawlessly.
Something I messed up during my first couple of games.
Realignment rolls. Do your rolls and include the modifiers. The winner removes the difference in rolls from the opponent influence in the country, BUT DOES NOT ADD HIS OWN INFLUENCE TO MAKE UP THE DIFFERENCE IF NEEDED.
I used to think that if I won an alignment roll at +3, and you had 1 influence in the country, then I would remove your 1 and add 2 of my own, to make it to three. THIS IS WRONG. YOU SHOULD ONLY REMOVE THE ONE ENEMY INFLUENCE AND NOT ADD ANY OF YOUR OWN. This is vital in understanding why realignment rolls are useful - when I played it the wrong way, there's no point in realigning an enemy country where you have no influence, as with the modifiers they'll probably win, at which point I would add more influence for them, whereas I should just have been doing nothing. Playing it the right way means realignment rolls are a great way to break an enemy hold on a country to let you get a foothold with an influence action.
Note that coups work differently. In coups you do get to add your own influence if you do well.
A strategic note: Playing as the US? First player advantage is best exploited by couping battleground countries asap and often. Lock the defcon down and hence prevent the USSR from messing with you too much.
The Baron Munchausen game sounds like a better Aye Dark Overlord to me... I like it.
Oh, wow, they made a new edition? Had no idea. Surprised it's a over 100 pages, since the old edition (the copy I have is from 1998) was a hair over 20.
I had the pleasure of playing this once with a bunch of friends who were either into theater or English majors, so they knew how to bullshit spontaneously. It's amazing.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I'm currently working on the OP, but I need to make sure I have all the art assets and the .psd file set before moving forward. I also have to make the resource deck on Adamb's site, and see if there are any rules I might need to tweak to facilitate PbP. Could be as early as next week.
As far as game length, it entirely depends on the group. Games can go lightning fast if players are aggressive enough, but generally you are looking at average lengths on par with Chaos in the Old World. I do not expect to keep the same five people for each game, but they will get preference unless newer players start getting in more games.
I'm currently working on the OP, but I need to make sure I have all the art assets and the .psd file set before moving forward. I also have to make the resource deck on Adamb's site, and see if there are any rules I might need to tweak to facilitate PbP. Could be as early as next week.
As far as game length, it entirely depends on the group. Games can go lightning fast if players are aggressive enough, but generally you are looking at average lengths on par with Chaos in the Old World. I do not expect to keep the same five people for each game, but they will get preference unless newer players start getting in more games.
I'm down for this. My RL group will be playing game 4 and 5 (and 6 if we have time) Monday night, and can't wait to open another packet.
So, how bout that Ogre kickstarter? They've got nearly a half million pledged for an initial goal of 20k (right now they're at 442,409).
Thinking about kicking in a hundred to get a copy of the game. I've got a thing for big, impressive looking boxes.
They say that thing weighs 14 pounds.
I imagine that Ogre has something of a following around here (and it was my own failure that couldn't find an existing thread dedicated to it). It's one of those games that's always looked interesting to me when I see it referenced. I mean, puny human hover tanks and infantry against a giant fortress like super-tank that could eat a baneblade for breakfast? Sounds like a blast to me, so long as I get to be the super tank.
Really hoping they hit the 450k stretch goal. They say they'll get the actual miniatures back in print at that point, rather then the chipboard models they're planning on using now.
$450,000 - Okay! Somehow, some way, we WILL bring back the Ogre miniatures (and not just the Ogres themselves, but the whole line). Maybe resin, maybe metal. I have already gotten some interesting responses from custom casters.
Don't get me wrong, these look okay, but I'd like to see the actual minis make a comeback with the game.
Wait, do the mini's come in the box, or do they mean as a seperate line? oh shit if theres minis I will buy this so hard.
I believe they said that they will look into minis as a separate thing from the reprint, but that they're committed to getting minis made somehow by the end of 2013.
I feel like The Extraordinary Adventures of Baron Munchausen would be an excellent play-by-post game, with appropriate time limits, since it would allow hilariously fanciful and extravagant writing.
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jergarmarhollow man crewgoes pew pew pewRegistered Userregular
The Baron Munchausen game sounds like a better Aye Dark Overlord to me... I like it.
Oh, wow, they made a new edition? Had no idea. Surprised it's a over 100 pages, since the old edition (the copy I have is from 1998) was a hair over 20.
I had the pleasure of playing this once with a bunch of friends who were either into theater or English majors, so they knew how to bullshit spontaneously. It's amazing.
I had heard of this game before I got into boardgaming, but it hasn't crossed my mind in years. I'm thrilled to see a new version of it! I might have to get it on principle.
So I played some Twilight Struggle! It seemed pretty interesting but I really had no idea what the heck I was doing strategy wise. I ended up losing as USSR on the first turn of the Mid-War due to the US scoring Europe for the auto-win. In hindsight I played a lot of things very poorly, so did my opponent, he just played less poorly than I did. Still, seems very interesting. But having any idea what is a good strategy the first time you are playing is definitely not intuitive.
So I played some Twilight Struggle! It seemed pretty interesting but I really had no idea what the heck I was doing strategy wise. I ended up losing as USSR on the first turn of the Mid-War due to the US scoring Europe for the auto-win. In hindsight I played a lot of things very poorly, so did my opponent, he just played less poorly than I did. Still, seems very interesting. But having any idea what is a good strategy the first time you are playing is definitely not intuitive.
Everyone plays TS awfully for their first few games, don't worry. We've all fucked up and lost Europe sometime. Just keep playing, it'll get better quickly when the rules click.
First bit of tactical thinking for you: How to deal with the 'Blockade' card in the early game?
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Do you know what I did today with ym mate? I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
Somewhere in those 7 games we played Rune Age twice as well.
Wow, I wish I had Sentinels right here in my hands so I could sleep with it. It's the opposite of Puerto Rico for me - the least well-designed game that I really want to play. It has balance issues all over the shop, it's fiddly, it's inelegant in many respects, it's confusing, the rules are tremendously underwritten, and it's so much fun. I love that it has all these different combos of heroes+villain+environment, so tons of replayability, but can be set up in moments.
If any game tells a story it's Sentinels of the Multiverse.
It's going on the list, not least because it's soloable.
I have never heard of nor seen Orge before this thread I am interested but $100 for a foam board tank is a little much
I do find it funny Illuminati still has a following
That zombiecide game made it onto the PA front page again. There's a ridiculous amount of stuff that people will get if they buy it in terms of min's, I guess. I'm sort of tempted, but it looks so much like old, boring zombie splatter games.
So I played Memoir 44 with my friend last night. I have to admit, after Commands & Colors: Ancients its just plain boring. The opening scenario of C&C:A has a good variety of troops, albeit no terrain. The opening scenario of Memoir has nothing but infantry, with a bunch of terrain. I also noticed the pacing of Memoir seems much more focused on taking good cover and hoping the other play just comes to you. We played the second scenario, and I was gravely disappointed to see I had a single person in the center section, who was killed before I got a turn. I also had a hand full of command center cards (useless) and a command artillery card (no artillery in this scenario). So, points against the deck too. The intro scenarios at least do NOT seem to play to the strengths of this game.
So I played Memoir 44 with my friend last night. I have to admit, after Commands & Colors: Ancients its just plain boring. The opening scenario of C&C:A has a good variety of troops, albeit no terrain. The opening scenario of Memoir has nothing but infantry, with a bunch of terrain. I also noticed the pacing of Memoir seems much more focused on taking good cover and hoping the other play just comes to you. We played the second scenario, and I was gravely disappointed to see I had a single person in the center section, who was killed before I got a turn. I also had a hand full of command center cards (useless) and a command artillery card (no artillery in this scenario). So, points against the deck too. The intro scenarios at least do NOT seem to play to the strengths of this game.
Memoir is definitely less complex than C&C:A, which was a selling point for me - already have enough complex games.
I feel I ought to point out that the first few scenarios are intended as training missions, they gradually introduce the different types of units. First is infantry, then second mission is infantry and tanks, etc. Shouldn't judge a game by its tutorial.
Also, you're condemning the deck for not giving you the cards you needed? Whaaaa? Sure I'm annoyed by dice when they stubbornly refuse to stop rolling snake eyes (six in a row is my record), but I don't get mad at the game when that happens.
I have been known to fling dice across the room in a fit of THAT'SNOTRANDOMARRRRGH, though.
Posts
How are you going to handle attacking/defending? Seems like that would require alot of posts for just one attack, which means turns could take forever.
I wish a lot more design had went into Zombies!!!. BURRRRRRRRN
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
I would assume the same way other combat games handle lots of dice rolls - the host makes all the rolls and posts the results. We did this with our last TI game and it works fine as long as all the modifiers and such are spelled out in detail to the players.
What the hell. Munchkin is basically the perfect example of a game you can't take serious under any circumstances.
except that you can stop attacking a country at any point. So its not just one post for "Russia attacking Siberia" it could be many.
So for every attack, you'll have to get a post from the attacker committing however many armies they are committing, then from the defender stating how many armies are going to defend.
I get that it could be done, just wondering if there was a more elegant way of doing it that he thought of that I didnt.
Anything common pitfalls for new players? I'm going to see if I can fin the rulebook online and start learning the game.
http://www.shutupshow.com/post/22320603482/impressions-april
Be very clear on the differences between the move types and the restrictions/penalties on them. If you can't figure out why you would ever use move X, you're probably missing something.
If DEFCON goes down to one, the active player always loses. It doesn't matter who made the decision that causes the change.
Friendly/neutral events are played for actions OR the event. Enemy events are played for actions in exchange for the event.
Awesome thanks! I'll try to keep this points in mind as I go through the rules.
Could just do a conditional order, commit x number of troops if I fail after 3 attempts then withdraw etc
The Baron Munchausen game sounds like a better Aye Dark Overlord to me... I like it.
Another option is to get the players and host together on IRC when it is time to resolve the combat.
I'm definitely interested but these are important questions, indeed.
Severity kills munchkin. We had a drunken thing going where when you fail to run from a monster, you can act out (full drunken LARPage) the battle. If it's funny enough, the group decides you have escaped unharmed. Usually with some sort of penalty like having to keep talking in that stupid accent you just used.
Read the section on Realignment rolls and Coup attempts. Then again. Then again. Read it until you are able to recite it flawlessly.
Something I messed up during my first couple of games.
Realignment rolls. Do your rolls and include the modifiers. The winner removes the difference in rolls from the opponent influence in the country, BUT DOES NOT ADD HIS OWN INFLUENCE TO MAKE UP THE DIFFERENCE IF NEEDED.
I used to think that if I won an alignment roll at +3, and you had 1 influence in the country, then I would remove your 1 and add 2 of my own, to make it to three. THIS IS WRONG. YOU SHOULD ONLY REMOVE THE ONE ENEMY INFLUENCE AND NOT ADD ANY OF YOUR OWN. This is vital in understanding why realignment rolls are useful - when I played it the wrong way, there's no point in realigning an enemy country where you have no influence, as with the modifiers they'll probably win, at which point I would add more influence for them, whereas I should just have been doing nothing. Playing it the right way means realignment rolls are a great way to break an enemy hold on a country to let you get a foothold with an influence action.
Note that coups work differently. In coups you do get to add your own influence if you do well.
A strategic note: Playing as the US? First player advantage is best exploited by couping battleground countries asap and often. Lock the defcon down and hence prevent the USSR from messing with you too much.
Great game. Have fun!
Mmmmmm yes, take that Fleet Captains. 100% on board with that review.
Oh, wow, they made a new edition? Had no idea. Surprised it's a over 100 pages, since the old edition (the copy I have is from 1998) was a hair over 20.
I had the pleasure of playing this once with a bunch of friends who were either into theater or English majors, so they knew how to bullshit spontaneously. It's amazing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
As far as game length, it entirely depends on the group. Games can go lightning fast if players are aggressive enough, but generally you are looking at average lengths on par with Chaos in the Old World. I do not expect to keep the same five people for each game, but they will get preference unless newer players start getting in more games.
I'm down for this. My RL group will be playing game 4 and 5 (and 6 if we have time) Monday night, and can't wait to open another packet.
What's an Ignor Ant? Are they extra big or something? Hunchbacked? Now I'm curious.
Wait, do the mini's come in the box, or do they mean as a seperate line? oh shit if theres minis I will buy this so hard.
So, so awesome.
Twitch Stream
I had heard of this game before I got into boardgaming, but it hasn't crossed my mind in years. I'm thrilled to see a new version of it! I might have to get it on principle.
My BoardGameGeek profile
Battle.net: TheGerm#1430 (Hearthstone, Destiny 2)
Everyone plays TS awfully for their first few games, don't worry. We've all fucked up and lost Europe sometime. Just keep playing, it'll get better quickly when the rules click.
First bit of tactical thinking for you: How to deal with the 'Blockade' card in the early game?
I have never played Risk:Legacy before.
I am so ignorant that I think the sun revolves around the earth.
Do i qualify
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
It's actually way easier to get this ready than I expected. BBG had me covered.
Alphanumeric referencing there. Good work.
Box and Bits Geek?
;P
Perhaps I can interest you in my meager selection of pins?
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
And then I played Sentinels of the Multiverse.
Somewhere in those 7 games we played Rune Age twice as well.
Wow, I wish I had Sentinels right here in my hands so I could sleep with it. It's the opposite of Puerto Rico for me - the least well-designed game that I really want to play. It has balance issues all over the shop, it's fiddly, it's inelegant in many respects, it's confusing, the rules are tremendously underwritten, and it's so much fun. I love that it has all these different combos of heroes+villain+environment, so tons of replayability, but can be set up in moments.
If any game tells a story it's Sentinels of the Multiverse.
It's going on the list, not least because it's soloable.
I do find it funny Illuminati still has a following
This thread is the reason Rune Age is coming in the mail today.
After a quick check on BGG, it sounds like SotM is a really fun game plagued by some weird balance issues?
Memoir is definitely less complex than C&C:A, which was a selling point for me - already have enough complex games.
I feel I ought to point out that the first few scenarios are intended as training missions, they gradually introduce the different types of units. First is infantry, then second mission is infantry and tanks, etc. Shouldn't judge a game by its tutorial.
Also, you're condemning the deck for not giving you the cards you needed? Whaaaa? Sure I'm annoyed by dice when they stubbornly refuse to stop rolling snake eyes (six in a row is my record), but I don't get mad at the game when that happens.
I have been known to fling dice across the room in a fit of THAT'SNOTRANDOMARRRRGH, though.