Lead Adventure Forum
Miniatures Adventure => Old West => Topic started by: skirmishman on February 22, 2008, 08:27:47 AM
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Good Morning everyone I cannot claim this idea as origional but how about a points system for skirmish games .Each group of characters have a different objective and score points for doing so.Unless its a straight stand up fight then it means people can go away with a feeling of achievement ,and it also means evryone has a good chance of winning .If you want introduce someone to wargaming its ideal ,there is nothing worse than giving a beginner a bunch of troops that can get lost amongst the general melee.And its very of putting to go away thinking I did not know what was going on and if thats what its all about I will not come back !.For those who play on a regular basis who think I know what he is going to do,oh know you dont because what he has to do may not be anything to with you .It works very well with other periods as well. David. "He,s right colour seargent why us " next line please.
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It's a good idea, i already play some of my games along those lines.
As for the quote, i'm probably wrong but i think its...."because we're ere lad, nobody else, just us.." :)
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I try to structure my scenarios around Victory Point totals for precisely the reasons you mentioned. The extra work of assigning slightly asymmetric VPs to the same objective or encounter turns out to be worth gold when it comes to playing the game.
I ran an Aztecs vs. Conquistadors game at a convention where there were three basic objectives - Rescue the victim, protect/deface the temple, or explore the bulk of the board. Each faction had one of these as their primary objective, and one of these as a secondary objective. The winning player was the one who acheived only secondary objectives, but was sufficiently canny as to deny the other side their primary objectives.
Designing a scenario should get as much attention as painting the figures or making the terrain. Of course I can say this because I am terrible at painting figures and lazy about terrain and I get paid to design scenarios. :roll:
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On occasion, I've gone a step further and eschewed victory points altogether (while still giving players different, asymmetric objectives). Why must victories be quantified? Why must one player get to know that he won "more" than the next guy?
I've found that as long as you're gaming "storytelling style", this works very well. The players can tell how well they fared from what actually went on in the game, without needing to tally up something so arbitrary as victory points. It also gets the players into a more roleplaying-type mood, where they really take on the personas and aspirations of the factions they game, rather than just going after the objectives because there's victory points to be had from it.
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For a local group or friends, I would gladly forgo Victory Points. For convention games, they're kind of a necessary evil. I've been fortunate enough that the players I've had at my convention games are friendly and sporting - but it only takes one whiner to ruin it for everyone.
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In my solo game I use to keep records of the prominent figures-characters, and give to them a type of victory points that will iimprove their capacities and add new skills.
new figs-characters will start with low value exect thier are not a renowed chap( historical character)
sigh, legends of Old West has copied this system that I used more than 10 years ago.
Piero
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We game the old west with a modified version of ARES.
In our games, a figure earns a number of points (money) equal to a figure they take out of action. In addition, the game normally has some money for the victors. Rob the bank, get 600 points to split with the survivors, escort the coach, earn 150 points, etc.
We also use an After Action chart (refered to as the Done Shootin' Doc) for any figure out of action. It details any possible long term effects of the wounds. Money can be spent for proper Doctorin' to negate those effects.
For $500, a figure can add a new skill or improve an existing one.
It's made for some spectacular games, and it adds a real feeling of caring about the figures as they progress themselves over time.
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We game the old west with a modified version of ARES.
In our games, a figure earns a number of points (money) equal to a figure they take out of action.
very interesteing, clever idea.
Piero
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Thanks, it works well.
It automatically takes into account the nature of the out of action figure.
So a player benefits more from gunning down a notorious outlaw than they do for shooting up the town drunk.
It also results in a "realistic" situation where the best fast guns are constantly being challenged because of their status.