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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Kamiya on August 10, 2011, 08:56:26 PM

Title: Strange Aeons Solo Play
Post by: Kamiya on August 10, 2011, 08:56:26 PM
Hello,

Just want to ask if there are any good Solo play methods developed for this game?
I read about Sheerluck Holmes' Card Activation Solo play here:

http://leadadventureforum.com/index.php?topic=27325.msg332411#msg332411

But there are quite a few points that I don't get about this system.

* Do lurkers/threshold take turns as in normal SA games?
* if yes do you use two separate decks of cards, one for threshold and one for lurkers?
* if no, do you just shuffle all cards together into one deck and pull out cards?
* When you have pulled a card and activated a model, do you have to ignore all other cards from that faction afterwards because you are only allowed one activation?

sorry it is late and my head is not working properly, I hope these questions make sense.

Thanks
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 10, 2011, 11:02:52 PM
Hello,

* Do lurkers/threshold take turns as in normal SA games?
* if yes do you use two separate decks of cards, one for threshold and one for lurkers?
* if no, do you just shuffle all cards together into one deck and pull out cards?
* When you have pulled a card and activated a model, do you have to ignore all other cards from that faction afterwards because you are only allowed one activation?


* Yes, but when their turn happens is indicated by the draw of a card.
*No - use one deck, with both sides shuffled together.
*Yes (as per point two above)
*Sort of: a leader can still activate two other figures for one of his actions, but ignore the cards of those he activates for the rest of the turn.

 This allows the leaders to activate figures as per the rules, and prevents figures from having more than one activation in a turn.

I hope this have helped clarify your questions. 

If it helps I can take some photos of a solo game in action to illustrate how the system works.
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 11, 2011, 02:20:14 AM
Thanks Mr. Holmes!
I didn't expect to get such a fast reply.

It would be great if you could take some reference pics from a solo game of yours, very helpful.

So you say that you put all the cards together in one deck, shuffle and pull a card.
Lets say that this particular card is a lurker card, since it is a lurker without command and he is in the command radius of another lurker he "waits". Now I pull another card. this time it is a threshold card being pulled out. Does all this mean that the turn now instantly goes to threshold? This all seems to me like a kind of simultaneous style of playing rather than faction turn based.

Furthermore, let us say that I choose to activate the threshold agent without command for 1 action. Done.
Now next card pulled out is my threshold characters card. But since I already activated one of my agents, does this mean that:

* I cannot activate the character at all because I already nominated 1 agent this turn.

* Or do I get to activate my threshold character as well and then using command
nominating my other agents? If so then I would end up activating the first agent for 3 actions in total. To me it is obvious that this sounds illegal.

*Or perhaps I can activate my character and use the command skill but just cant nominate that first agent anymore this turn because he moved 1 action already?

Sorry for all the questions but I think that you made a great solo system and I would really like to try it the way you intended it.

Thank you for your time!
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 11, 2011, 03:11:15 AM
Lets say that this particular card is a lurker card, since it is a lurker without command and he is in the command radius of another lurker he "waits".

 You can either move the lurker (one action not two) or wait for one with command to command it (and gain two actions).  You risk the turn ending before this happens though  >:D

Now I pull another card. this time it is a threshold card being pulled out. Does all this mean that the turn now instantly goes to threshold?

 As soon as you move or 'wait' the figure (in this example a lurker) a new card is drawn. Which ever side owns the card has the immediate initiative.

This all seems to me like a kind of simultaneous style of playing rather than faction turn based.

play is the luck of the draw, so it jumps all over the place. You could have all lurkers move before an agent and vice versa. With the inclusion of the "end turn" card, all or none of the figures may get to move in a turn.

Furthermore, let us say that I choose to activate the threshold agent without command for 1 action. Done.
Now next card pulled out is my threshold characters card. But since I already activated one of my agents, does this mean that:

* I cannot activate the character at all because I already nominated 1 agent this turn.


Only the already activated agent can't move. The agent shown on the newly drawn card now gets to activate, but if he has the command skill, he can not activate the agent that has already moved.

* Or do I get to activate my threshold character as well and then using command
nominating my other agents? If so then I would end up activating the first agent for 3 actions in total. To me it is obvious that this sounds illegal.


Only the agent shown on the card can be activated and any agents not yet activated can be used.


*Or perhaps I can activate my character and use the command skill but just cant nominate that first agent anymore this turn because he moved 1 action already?

Correct  :)


(http://img851.imageshack.us/img851/524/sacards.jpg)

I have posted a photo of what my cards look like - you need one for each figure: this might help clarify some things for you.

I will take photos of a game in action and post it later today my time (if all goes to plan).

Happy to help, so ask any questions you have so you can play  :D
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 11, 2011, 03:40:07 AM
Thanks a lot!
Now everything is much clearer and when I am finished with my models I wil try this out!

Awesome cards and models by the way  :D

Looking forward to the ref pics.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 11, 2011, 07:15:06 AM
ok - This is a bit of a cop out, as I didn't actually play a game, but it is a bit of a walk through of a single turn using the cards and some dodgy photos:

Note: I don't have an "End Turn" card in the deck, so all figures will be activated during a turn unless they are put out of play.

Set Up: I choose the figures I want to use for the game and match it up to a card:

(http://img692.imageshack.us/img692/2893/sat1f.jpg)

Next, I shuffle all the cards into one deck and place them face down ready for the game to start:

(http://img51.imageshack.us/img51/354/sat2i.jpg)

The first card drawn is an agent, so I choose to hold off activating him and wait for a group activation later.

(http://img217.imageshack.us/img217/8845/sat3c.jpg)

Next to be activated is the night gaunt - as this is a monster I activate it right away.

(http://img810.imageshack.us/img810/3394/sat4.jpg)

A cultist comes up next - this cultist is out of range of command for the cult leader, so I activate it for a single action

(http://img820.imageshack.us/img820/6007/sat5.jpg)

The cultist with the rifle comes up next, and as he is within command range of the cult leader I hold off on his actions.

(http://img807.imageshack.us/img807/9900/sat6.jpg)

My Threshold leader is next to be drawn - I use him to give orders to the first agent that I set aside, and the one yet to be drawn from the deck

(http://img88.imageshack.us/img88/1423/sat7.jpg)

The second last cultist is drawn - as he is also within command range I don't activate him yet.

(http://img135.imageshack.us/img135/2757/sat8.jpg)

The cult leader is the next out of the deck. I activate him and give a command to the two cultists previously drawn within command range.

(http://img840.imageshack.us/img840/3456/sat9.jpg)

The final card turned over is the last agent, but as he was activated previously, he doesn't get another activation this turn.

(http://img828.imageshack.us/img828/8027/sat10.jpg)

If i had included the "End Turn" card the turn could have ended at any time, thus any or all figures may have lost their turn if I didn't activate them when drawn, or because they were not drawn at all.

If I have time this weekend I will play out a game for a better example.

*    *    *

Re the other post where you mentioned Japanese figures - lovely work, and if you ever get some made up, I would love to buy some.

 My better half is Japanese, and I am going to Yokosuka in November to meet her family and 18 of the closer relatives. It is my first time there, so I am excited and nervous all at once.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 11, 2011, 05:51:23 PM
Truly awesome stuff here man! so how did u go around making those cards? i am defo going too give this a try, would be great too be able too play strange aeons solo and also it would give me the a great chance too play test the units i am working on mentioned in the post above this one ;).

do u have a download of the rules that we can print off?
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 11, 2011, 10:00:34 PM
I don't actually have a down load of the solo rules, but the top of this thread has a link to where I posted them on this forum.

 Or you can go to this page to read over them (and other things): http://strangeaeonsgames.pbworks.com/w/page/32250152/Strange%20Aeons%20House%20Rules (http://strangeaeonsgames.pbworks.com/w/page/32250152/Strange%20Aeons%20House%20Rules)

The cards are easy to make - I used Publisher to make the cards, turned them into a PDF for printing, then I  printed both sides, glued them together and laminated them.

 All I did was take a photo of each mini and paste it into a rectangle a touch smaller than a business card so they would fit into business card sized lamination pouches.

 I am happy to answer any questions or help you to get your deck up and running.

 I should also edit my previous post here to accurately reflect how the cards are used...
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 12, 2011, 05:19:02 AM
Awesome! Thanks alot mate!
Can't wait to try this system out.

I have been to Yokosuka several times, although the city has a strong western influence it is a beautiful and nice place.
Closeby Yokosuka lies the old Capital city of Kamakura, I strongly recommend you to go there, but I am also definitely sure that your family are planning to take you there anyway. :)
Title: Re: Strange Aeons Solo Play
Post by: Uncle Mike on August 13, 2011, 08:44:47 PM
Wonderful stuff here! I would love to see a 'proper' battle report at some time. Looks like a great solo-play option. Keep up the good (evil...) work!
Title: Re: Strange Aeons Solo Play
Post by: Argonor on August 14, 2011, 04:40:14 PM
I like this. Card activated initiative is kind of nice for solo games, as it puts some unpredictability into the game.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 16, 2011, 03:10:53 AM
so what i get from this its pretty straight forward after reading your link, however when you play it seems that you do not get full control over you threshold force and that they act very similar too the lurkers ( besides the lurker rule about attacking or going for the objective).

Is this correct?
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 16, 2011, 03:24:05 AM
Not really - you are playing the Threshold agents, with the lurkers being controlled by the cards/rules.

 Play the agents as if you were the Threshold player - you choose what orders to give them etc.

 I guess I should have mentioned that in my write up  ;D


EDIT - I have adjusted the rules on my web site to reflect the question that I answered. Basically the player chooses which side they are playing and may give what ever orders they see fit. It is only the opposition that follow basic guide lines when activated.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 16, 2011, 06:49:20 AM
Not really - you are playing the Threshold agents, with the lurkers being controlled by the cards/rules.

 Play the agents as if you were the Threshold player - you choose what orders to give them etc.

 I guess I should have mentioned that in my write up  ;D


EDIT - I have adjusted the rules on my web site to reflect the question that I answered. Basically the player chooses which side they are playing and may give what ever orders they see fit. It is only the opposition that follow basic guide lines when activated.


Ah alright. Awesome, man i cant wait too get this stuff going gonna be sweet! i will do a battle report of it when i get the time too go and set everything up, just got a new job and a really good opprotunity so defo im going too be busy here in the next bit. but yea i will defo be doing a report of the games as well :)!

also i will soon be posting all the battle reports i have made on my youtube channel i think you all will be very hapyp too see em :D!
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 17, 2011, 06:32:45 PM
Not really - you are playing the Threshold agents, with the lurkers being controlled by the cards/rules.

 Play the agents as if you were the Threshold player - you choose what orders to give them etc.

Another trick you could use for playing the Lurkers in a solo game is to use an Aggression Roll. So you activate a random Lurker by selecting his card. I roll a D3 to determine the aggression of his behavior. On a roll of 1 he is somewhat tentative, staying closer to home, guarding the scrolls or his commander. On a roll of 3 he actively seeks out to engage the nearest Threshold threat. On a roll of 2 he does something in the middle. What this actually constitutes is best determined by the player, and is scenario specific. Therefore, it is possible that the Threshold players objectives can be thwarted based on the unpredictability of the Lurker's behavior.

This is a great topic and thanks go out to Sheerluck Holmes (great handle, by the way). I just hope Uncle Mike isn't too discouraged with the tweaks some of us are doing to his rule set.
Title: Re: Strange Aeons Solo Play
Post by: Uncle Mike on August 17, 2011, 06:42:14 PM
Not at all! I read this thread as much as anyone. Keep the ideas coming.  :)
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 17, 2011, 09:25:41 PM
Not a bad idea, and well worth looking into further. A level of unpredictability certainly adds to a more interesting game.


Title: Re: Strange Aeons Solo Play
Post by: LidlessEye on August 17, 2011, 10:52:39 PM
Actually, there may be a way to do just that without even fundamentally altering game mechanics or having to make up new stats.  In addition to the ability to resist horrific circumstances, Resolve represents the discipline level of a model.  So if each turn you were to roll a die and add the model's Resolve, then refer to a table, you could see what the model does for that turn.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 17, 2011, 11:59:45 PM
I am thinking in simpler terms - just roll on a chart to determine the actions - no need for new stats or more than one roll per figure's actions.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 19, 2011, 06:13:14 AM
Wow this sounds like its going to version 2.0 :D! defo i will keep up too date on it as soon as you guys get this set up i will defo play it ( by then i should have time too XD)!
Title: Re: Strange Aeons Solo Play
Post by: Argonor on August 19, 2011, 07:47:32 AM
So if each turn you were to roll a die and add the model's Resolve, then refer to a table, you could see what the model does for that turn.

I am thinking in simpler terms - just roll on a chart to determine the actions - no need for new stats or more than one roll per figure's actions.

I think those two solutions are basically the same - you have the chart, and the roll determines the nature of the Lurker's actions? Only difference is, the Resolve is added in the first. Should a Lurker be able to use the Resolve of a leader, if he/she/it is within Range (the Leader's presence brings out the worst in the Lurker)?

I finally figured out how multiple quotations work, doh...   ::)  lol
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 19, 2011, 08:03:18 AM
I guess a lurker could use the resolve of a leader if in range, but it depends on what a player would want out of the chart? 

 Is it better to go for game objectives over killing agents? in which case a better resolve would keep the lurkers focused on the mission at hand.

 If bringing the worst out in a lurker means it goes nutty for combat, then it would be the reverse of that.

Title: Re: Strange Aeons Solo Play
Post by: Argonor on August 19, 2011, 09:32:47 AM
Maybe this should be scenario specific? Or Lurker type specific? Or maybe resolve could be either added or deducted (this could be depending on specific Lurker as well; 'Normal' sentient beings might go for objectives, 'beastly' beings for blood)? Dunno... have to think a bit.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 20, 2011, 06:57:45 AM
Maybe this should be scenario specific? Or Lurker type specific? Or maybe resolve could be either added or deducted (this could be depending on specific Lurker as well; 'Normal' sentient beings might go for objectives, 'beastly' beings for blood)? Dunno... have to think a bit.


I would be worried about that. some of the lurkers are good at fighting whyll others are good at objectives. and the reslove is so vaired amonst them that you could have some real crazy things take place on them that is really bad for the lurker side and too easy for the threshold side ( like a cult leader running into close combat ect) i like the dice set up idea ( makes things much simpler than cards :P) but why should it be based off of reslove? just my input anyhow :D!
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 20, 2011, 04:43:03 PM

I would be worried about that. some of the lurkers are good at fighting whyll others are good at objectives.

I think we are conflating two separate mechanisms for solo play here. Allow me a quick run through. First, pick a side you want to play. Let's assume that you wish to play Threshold, therefore you only need cards for your Lurker forces. This is simply to randomize the "activation" process for the individual Lurkers.

Once the specific Lurker is "activated", I do an Aggression Roll on a D3 (D6 actually, you know what I mean). On a 1 the Lurker is somewhat tentative in his behavior, on a 3 he is somewhat aggressive and on a 2 he is somewhere in the middle. I have left the explanation vague on purpose as it totally depends on the scenario that you have picked.

OK lets make up a scenario. Lurkers have set up obelisks that are a certain distance apart from each other (being vague again). These form a pentangle whereby they wish to summon a Daemon. The threshold Agents are aware of this and have to "purify" or destroy the obelisks, and any Daemon that may have already been set loose. The Lurkers must do everything in their power to prevent this.

Now we begin play, with Threshold going first. The Threshold Agents begin at their end of the table and one agent proceeds to move forward to search for the nearest target obelisk.

I then select the card for a Lurker. It is the Lurker with a Tommy Gun. I roll a 3 on the Aggression Roll, meaning he is aggressive. As the Solo player I have to determine what that actually means in relation to the Scenario. I decide to move the Lurker directly at the Threshold forces. He is to get into cover and machine gun as many of the agents as he can, as they wander into range.

Next, the second Threshold turn.

Then I "activate" a Lurker with a knife. I roll a 2 on his Aggression Roll, giving him a "middle aggression" level. I decide that that means he will not simply stay put, nor will he aggressively try to engage the Threshold Agents. I decide to interpret that as the Lurker moving somewhat closer to the Agents, but hiding behind one of the Obelisks. He has no ranged weapon (just the knife), so he decides to hide behind and defend one of the obelisks, the only way he knows how, by eventual Close Combat.

Then the game proceeds with alternating Threshold activations and Lurker card drawn "activations". When all the figures have been activated, pick up the cards, shuffle them and begin again.

So, I still decide how the Lurkers "interpret" their aggressive or non-aggressive stances. Their behavior is not totally random (that's not fun either). Another player, in the same circumstances, may play the Lurkers totally different from me, as he would interpret the game and scenario very differently.

So, some questions:

1) Should the Aggression Roll be used at every card drawn activation?
2) Do we use Resolve characteristic? In this way, high Resolve figures act more autonomously and low Resolve figures act more randomly.
3) If we roll against a chart, will that make the actions of the Lurkers too deterministic? Isn't it better to make decisions based on the Scenario objectives?

Keep the good ideas coming!

Oh, ya, with all due respect, I'm not looking at this becoming Strange Aeons 2.0. I think the rules are fine as they are, and hats off to Uncle Mike. I'm thinking that these are house rule tweaks to allow some interesting randomizations suitable for solo play.
Title: Re: Strange Aeons Solo Play
Post by: Argonor on August 20, 2011, 08:26:56 PM
This is more in line with my thoughts on it.

It might be too easy for Treshold, though, if they get a full activation for each card drawn though... Normally all of Treshold can be activated during a turn, due to their Character and the Lieutenants  ???
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 21, 2011, 01:19:38 AM
I agree with Argonor here,

This aggressive roll system is good, but if only the threshold gets to choose what agents they want to activate and the lurker gets card based randomized actication then the threshold gets a clear advantage. The lurkers also use command so they benefit in the same way of being able to choose in what order which unit they want to activate.

This is probably why Sheerluck Holmes decided to randomize the activation for both sides in the first place. Unless making up strict rules or some kind of activation stats for each lurker unit, it may be too hard to make a non randomized activation for the non player side.
I may be wrong though..

How about using each unit's resolve as not only for the aggression roll but also for activation sequence?? This provably results in the lurker leader units getting to be activated first due to their better resolve stats.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 21, 2011, 01:50:43 AM

This is probably why Sheerluck Holmes decided to randomize the activation for both sides in the first place. Unless making up strict rules or some kind of activation stats for each lurker unit, it may be too hard to make a non randomized activation for the non player side.


Pretty much.  By making it totally random you can't predict what will happen - especially if you throw a lot of 'blinds' and a 'end turn' into the deck to stop card counting.

 This way you will never know if you get to activate all of your agents before the turn ends... do you hold off on activating an agent in the hopes that an agent with command will be activated before the turn ends?

 When used this way the solo game gets a great level of uncertainty and increases the tension a lot.

 If I was to include a die roll to determine lurker actions (and I will play test it to see if it works) I would keep it fairly simple.

 At the moment the lurkers have two guide lines - go for the closest game objective or agent, which ever is closest. 

 I was going to thinker around with a "CY6!" solo system today, but I might have to tinker with a Lurker actions chart instead.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 21, 2011, 02:49:46 AM
OK - I just knocked together a variety of tables and flow charts and come to the conclusion that nothing extra is needed.

 As people will be playing scenarios they have the guide lines for lurker actions listed. The scenario objectives take priority for actions, unless the lurker in being attacked or in closer proximity to a physical threat.

 Play the lurkers as if they were your own - keep them intelligent and have them use cover etc.

Thus:
* Monster attack - the lurker always goes for the agents.

* Retrieve the artifacts - moving the markers if the primary objective, so they will attempt this unless an agent is closer to the objective or being attacked.

* Escape into danger - stop the agents, so attack.

 and so on.

About the only other guide for controlling lurkers is "do I wait for a commander to activate" or "just do it"?  I would adjust the solo play to the following to cater for this:

 If an Agent is within two moves of a lurker (and thus the lurker is in danger of being attacked) the lurker will attack the agent and not wait for command.

 If the Lurker is outside of command radius it will take an action.

 If the Lurker is within command radius, but not within two moves of an agent, it will wait for command.

 If the objective and an agent is within equal distance, then the agent should be considered a greater threat.

 These should be enough guide lines without complicating the solo rules or needing more dice rolls, which slows the game down.

Having said that, I would be happy to see game reports showing other peoples' ideas in action so we can all see how they work.

Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 22, 2011, 05:10:52 PM

This aggressive roll system is good, but if only the threshold gets to choose what agents they want to activate and the lurker gets card based randomized actication then the threshold gets a clear advantage.

I haven't found that in my games. But.....I tend to play larger BP games. Then, there are random events that are triggered by Threshold Agents. Sometimes they can find a magic spell, or sometimes they can inadvertently invoke a Zombie or two. They are usually not balanced games, and in yesterday's solo game, Threshold was destroyed.

Quote
This is probably why Sheerluck Holmes decided to randomize the activation for both sides in the first place. Unless making up strict rules or some kind of activation stats for each lurker unit, it may be too hard to make a non randomized activation for the non player side.
I may be wrong though..

Personally, I don't like to randomize the side that I am playing. Usually I play Threshold and they seem to have more complex objectives for my scenarios, than do the Lurkers. I want a randomized activation with some non-deterministic aspects to the Lurker moves too. Generally, the lurkers are only trying to stop the Threshold agents from doing their job, they are the reactive team.

As for the "End turn now" card, do you not find them annoying? I may have up to 11 activation cards for my Lurkers (6 Cultists with command, up to 4 Zombies and a Daemon) and still the "end turn" card comes up too often. Since I have only 4 Threshold Agents, their turn is always done early. Therefore, the "end turn" card generally interferes with the remaining Lurkers instead. I now have a "end turn now on a D6 roll of 4+" card, which is less intrusive.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 23, 2011, 07:15:14 AM
I haven't found that in my games. But.....I tend to play larger BP games. Then, there are random events that are triggered by Threshold Agents. Sometimes they can find a magic spell, or sometimes they can inadvertently invoke a Zombie or two. They are usually not balanced games, and in yesterday's solo game, Threshold was destroyed.

Personally, I don't like to randomize the side that I am playing. Usually I play Threshold and they seem to have more complex objectives for my scenarios, than do the Lurkers. I want a randomized activation with some non-deterministic aspects to the Lurker moves too. Generally, the lurkers are only trying to stop the Threshold agents from doing their job, they are the reactive team.

As for the "End turn now" card, do you not find them annoying? I may have up to 11 activation cards for my Lurkers (6 Cultists with command, up to 4 Zombies and a Daemon) and still the "end turn" card comes up too often. Since I have only 4 Threshold Agents, their turn is always done early. Therefore, the "end turn" card generally interferes with the remaining Lurkers instead. I now have a "end turn now on a D6 roll of 4+" card, which is less intrusive.



Agree with you completely. I would like too add as well though, that since we would like too play our threshold agents fully in our control and no randomness. why not add some extra bonuses too the lurkers based on the BP level? so that they may be random and sometimes ineffective and yet other times very effective why not add this level so that it sort of balances out these extremes?

their fore they could be abit more effect and a more fairer challenge for our threshold agents ;)! what do u think of this idea?
Title: Re: Strange Aeons Solo Play
Post by: Argonor on August 23, 2011, 08:16:07 AM
They are usually not balanced games, and in yesterday's solo game, Threshold was destroyed.

Which is quite as it should be, from time to time  :)

Quote
Personally, I don't like to randomize the side that I am playing. Usually I play Threshold and they seem to have more complex objectives for my scenarios, than do the Lurkers. I want a randomized activation with some non-deterministic aspects to the Lurker moves too. Generally, the lurkers are only trying to stop the Threshold agents from doing their job, they are the reactive team.

As SA is realy about Treshold, I also think a solo version should reflect that, so the player controls the agents, while the rules control the Lurkers. If both sides are randomized, it's like setting the Wii to have 2 computer players in a tennis game and then lean back.

Quote
As for the "End turn now" card, do you not find them annoying? I may have up to 11 activation cards for my Lurkers (6 Cultists with command, up to 4 Zombies and a Daemon) and still the "end turn" card comes up too often. Since I have only 4 Threshold Agents, their turn is always done early. Therefore, the "end turn" card generally interferes with the remaining Lurkers instead. I now have a "end turn now on a D6 roll of 4+" card, which is less intrusive.

I don't like 'End Turns'. I would prefer that the turn sequnce was:

1: Treshold takes a normal turn. Alert Lurkers will always react at first opportunity.
2: Depending on the number Lurker models with command, a number of random Lurker Models is activated. (1+1 for each model with Command?)

Or vice versa - depending on scenario. Then alternate turns as normal. Lurker cards are shuffled

Lurkers with armed weapons will always shoot at nearest agent in range and LOS, but will shoot at agent within a certain distance of an objective instead if possible.
Lurkers with no ranged weapon will, in order of priority: 1) Charge agent within range 2) Move towards objective 3) Move towards nearest objective 4) Move towards nearest agent.

OBJECTIVE is defined by scenario or the Lurker's special rules (for instance, a grave marker is an objective for a Ghoul, a Scrawny One will eat humans, etc.)

What say you?
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 23, 2011, 10:30:16 AM
I would also prefer to have a no randomized threshold team.

But I don't want that to come with the cost of an unbalanced game. If the lurker team has units with command skill then they should be able to use that skill to the same extent as the threshold. As long as there is a system for this then I'd say rock on.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 23, 2011, 11:15:45 AM
The cards are not there to create randomness - the system is used to add uncertainty and unpredictability to a game by not knowing which figure will be activated when in a turn.

 They are a tool to allow various units to be activated in such a way that you didn't expect to happen, thus adding a level of unknown to the game turn.

 You as the player have full control over the design of your Agents (BP) and what orders you give them. It is only when they are activated that changes in this system.

 As mentioned in a previous post, it is only the lurkers have guide lines as to how they behave in a given situation based on scenario requirements and proximity to agents or objectives.

 The end turn is only a suggested addition to the system - it isn't 100% necessary: it is to add tension to the game and force you to make decisions that could make or break the scenario.

 As with any rule system players are free to do as they like with the rules and change them in such a way as that makes them happy.

 Please do that with the solo rules, and enjoy playing SA  :)
 
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 23, 2011, 03:50:40 PM
I would also prefer to have a no randomized threshold team.

Me too, but to be fair to Sheerluck, I agree that this just adds some randomization to the Threshold activation. Once the figure is activated Sheerluck totally controls the play. So the games aren't that much different. Sheerluck just likes that extra tension. The Aggression Rolls for the Lurkers do that for me. Until I roll the die I'm not sure exactly how the lurker responds. I then interpret how the figure best responds given the parameters of the scenario.

Quote
But I don't want that to come with the cost of an unbalanced game. If the lurker team has units with command skill then they should be able to use that skill to the same extent as the threshold. As long as there is a system for this then I'd say rock on.

Hmmm......yes. I have yet to play linked games, where the previous game affects the next one. I have set up "one off" games, which frankly have been suicide missions for the Threshold side. I wanted to set up a scenario that had an AI controlled Lurker side, that had difficult to obtain objectives. The Threshold agents were not expected to survive.

Of course, that is not how most people play. With linked campaign style games you want your agents to survive and gain experience and new skills. In that case, you should be playing a balanced point game, just like the rules say. It shouldn't make much difference to any solo play mechanisms.
Title: Re: Strange Aeons Solo Play
Post by: underfire987 on August 24, 2011, 04:02:46 PM
So just too get this right. I need just too set up the cards for my lurkers and then if i want too i can add a few random end turn cards ect?

I also think for my threshold i will use them 100% under my control but what i will do is put a fair bit of those end turn cards into the card deck hence it will end a turn and i may not have had a chance too activate all my units, too balance it out :P.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 24, 2011, 10:06:36 PM
If you play it the way I have written it, you still need to add agent cards to the deck.

 If you want all figure to activate during a turn do not add the end turn cards.

 Adding one or more end cards is not essential and should only be included if you want the turn to end before all figures get to move.

 If you don't add the agent card and use end turn cards then you are being unfair to the lurkers.

But, having said that, use the system how ever you see fit - just don't expect answers to questions on how the system works if you change how you use it  >:D  ... after all, once you change the system it is no longer my system but your own.
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 24, 2011, 10:55:59 PM
So just too get this right. .......... but what i will do is put a fair bit of those end turn cards into the card deck hence it will end a turn and i may not have had a chance too activate all my units, too balance it out :P.

Ok, if you select the Threshold figures wholly by your choice, but pick the Lurker figures by card drawn activation, you are penalizing the Lurker side, as Sheerluck correctly explains.

If you play even a single "end turn" card you will, statistically speaking, also penalize the Lurker side. Why? Because due to the cost of Lurkers, you will have more Lurker figures than Threshold figures. (In my games the ratio is about 2:1). The purpose of the "end turn" card is to add some unpredictability to the solo game by stranding some figures, by not letting them play this turn. Statistically, that will usually strand more Lurkers than Threshold figures each turn.

Be prepared for that.

I don't know why you would want multiple "end turn" cards in your deck. Assume you have 5 Lurkers in your deck. Putting 2 "end turn" cards will stop your turn 28% of the time on the first card pull! Using one "end turn on 4+" card will drop that to about 8%. I'd suggest that might be more manageable.
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 24, 2011, 11:36:21 PM
If you play even a single "end turn" card you will, statistically speaking, also penalize the Lurker side. Why?
I don't know why you would want multiple "end turn" cards in your deck. Assume you have 5 Lurkers in your deck. Putting 2 "end turn" cards will stop your turn 28% of the time on the first card pull! Using one "end turn on 4+" card will drop that to about 8%. I'd suggest that might be more manageable.

I add extra cards into the deck that are either "Blank cards" (i.e. nothing happens.. this is for added tension) or "random even cards" that can give a bonus or penalty to either side (one method when a random event card is drawn is to draw a card from the 'twist of fate deck' downloadable from the Strange Aeons site).

 I would suggest only using one 'end turn' card in the deck, and even the method suggested by Bowman is a good one.

 An alternative is to include the end turn as a random event - that way it wont always happen but the chance of it happening is still there... you just don't know if or when it will happen.
Title: Re: Strange Aeons Solo Play
Post by: Kamiya on August 25, 2011, 04:47:08 AM
Ok, if you select the Threshold figures wholly by your choice, but pick the Lurker figures by card drawn activation, you are penalizing the Lurker side, as Sheerluck correctly explains.

Sorry Bowman, I must have misunderstood your system because you wrote in an earlier post:

I think we are conflating two separate mechanisms for solo play here. Allow me a quick run through. First, pick a side you want to play. Let's assume that you wish to play Threshold, therefore you only need cards for your Lurker forces. This is simply to randomize the "activation" process for the individual Lurkers.

Aren't you saying that you use cards only to activate Lurkers and then activating the Threshold by your own choice? In that case I can't see what is different from your solo system as to what underfire suggested. Except for the inclusion of end turn cards of course.
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 25, 2011, 02:57:58 PM
Sorry Bowman, I must have misunderstood your system because you wrote in an earlier post:

Aren't you saying that you use cards only to activate Lurkers and then activating the Threshold by your own choice? In that case I can't see what is different from your solo system as to what underfire suggested. Except for the inclusion of end turn cards of course.

Sorry. My system is like Underfires. I'm just warning him that the Lurker side is slightly disadvantaged by this system. Their activation is wholly random, and their behavior, once activated, is also somewhat governed by chance die rolls (that would be my aggression roll). This only matters in a balanced point game. My games that I have played so far tended to be unbalanced and stacked against Threshold. Eventually, someone smarter than me could figure out that, "Random activation of one side is equal to 3 points", so that side gets 3 points for figures or equipment.

Since Sheerluck uses a card drawing system for the activation of both Lurkers and Threshold, his system is inherently balanced already.
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 25, 2011, 05:07:28 PM
I add extra cards into the deck that are either "Blank cards" (i.e. nothing happens.. this is for added tension) or "random even cards" that can give a bonus or penalty to either side (one method when a random event card is drawn is to draw a card from the 'twist of fate deck' downloadable from the Strange Aeons site).

Sheerluck, do you have your own random event cards made up that you could share?

In my scenarios I use these little Cthulhu statues that I bought at Origins this year. I scatter them around the table. If a Threshold Agents chooses to do so they can "examine" one of the statues. There is the potential that the statue is imbued with some powers that are unleashed. The Agent throws 2D6:

Score                                     Event
2                        Agent inadvertently summons 2 undead Zombies, who arrive 3D6" in a random direction from the statue (add cards and figures to game)
3                        Nothing Happens
4                        Agent inadvertently summons 1 undead Zombie, who arrives 3D6" in a random direction from the statue (add card and figure to game)
5                        Nothing Happens
6                        Agent inadvertently summons 1 Knife armed Cultist, who arrives 3D6" in a random direction from the statue (add card and figure to game)
7                        Nothing Happens
8                        Agent gains 1 skill (may be any single skill appropriate to Agents level)
9                        Nothing Happens
10                      Agent uncovers Magical scroll is found with 1 magic spell (randomly chosen)
11                      Nothing Happens
12                      Agent uncovers Magical scroll is found with 2 magic spells (randomly chosen)

In the last game, I only rolled 2s and 4s for the Threshold rolls and Threshold got smoked!

Also I have obelisks that are used to invoke Deamons. The Threshold Agents are supposed to "Purify" (destroy) the obelisks. The lurkers drag captured civilians and try to sacrifice them at the obelisks to bring the Daemon into existence. If the Threshold Agents rescue to civilians, the a Cultist may commit suicide by the obelisk also. My Daemons use the "Skinny One" stats, so they are not that powerful. But they can Teleport from obelisk to obelisk, which makes them tricky to pin down. You need to purify the other obelisks!

Zombies don't need Aggression Rolls, as they always pursue the Threshold Agents.

Ok, so I fill up my scenarios with a lot of stuff, and at any given movement I don't know how many figures I will need or what the point values are. There are a lot of interesting things in this game and I have a tendency to cram them all in. o_o
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 25, 2011, 10:55:59 PM
As mentioned you can use the "Twist of Fate" Deck for random events http://strange-aeons.ca/sa/?page_id=23 (http://strange-aeons.ca/sa/?page_id=23)

 Looking at your chart you have 11 events: 5 do nothing, 3 have the chance to kill agents, 2 technically can't be used until they are translated between games, and the last one can be useful - if the situation arises that the skill can be used.

 I humbly suggest that is is one reason your agents get bashed about so much, as there is almost nothing there to help the agents during a game.

 When I put together a random event deck I add cards that can be used immediately as a benefit as a once off use: "+# bonus to next dice roll", "auto critical hit with next damage roll", "automatically pass next fear check" and so on.  You can add 'fluff' to those cards to explain why they get the bonus such as "Remembering your training you take your time to carefully aim your weapon before pulling the trigger. The next time you hit a target you automatically cause a critical hit"

 You can also add additional text to these: "... for the next Threshold Agent activated" or "...for the next Lurker activated".  This way they can only be used for one side only. This way you can balance the cards towards a particular side if needed.

 Rather than have zombies rise the agents could find a body with a piece of equipment that could be used - a civil war sabre in the hands of a body (that didn't turn in to a zombie) will be a welcome bonus to your agents.

 I tend to add either 50/50 good/harmful cards in to a random event deck, but this allows you to alter the degree of difficulty for a game - for an easy game you could have 75/25 good/harmful, for an average game 50/50, and for a hard game 25/75.

 I hope this has been of some help.
Title: Re: Strange Aeons Solo Play
Post by: thebinmann on August 25, 2011, 11:14:26 PM
Nice topic

Sheerluck love the cards, is there a template for those?
Title: Re: Strange Aeons Solo Play
Post by: Sheerluck Holmes on August 25, 2011, 11:25:20 PM
Nice topic

Sheerluck love the cards, is there a template for those?

 Yes... but you have to print both sides out or print the backs out and add photos of your minis and glue them together.

 I have it in a PDF if you would like a copy.
Title: Re: Strange Aeons Solo Play
Post by: Bowman on August 28, 2011, 02:44:36 PM
Looking at your chart you have 11 events: 5 do nothing, 3 have the chance to kill agents, 2 technically can't be used until they are translated between games, and the last one can be useful - if the situation arises that the skill can be used.

 I humbly suggest that is is one reason your agents get bashed about so much, as there is almost nothing there to help the agents during a game.

These aren't event cards, they are randomized results of searching certain artifacts placed throughout the terrain. I do not want every artifact to contain a game changing result, that is why half the results are "do nothing". As for the magic spells, they are deemed useable as soon as they are found. As for the zombies.........well..........I like zombies.  :D