Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: Doug ex-em4 on November 06, 2015, 11:21:41 AM
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So far, I've only played PA with 2 leagues. However, I've (foolishly?) offered to put on a game at the local club. There's a few interested in playing so I'm wondering at what point the number of leagues/players gets combersome and detracts from the game - any insights?
I'm planning to run the game and not take a league myself so I thought maybe 4 leagues/players would be about right.
Input welcomed.
Doug
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if you are worried about slowing the game down (players No 2 to 10 waiting for player No 1) then divide them into two sides (good guys against bad men or archaeologists against natives etc.)
That should help keep the speed of the game up as players on the same side can move/activate at the same time. I think the addition of an umpire to smooth over any problems is a good idea. e.g. these two leagues are away from the action so just move them all (towards the action)
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i posed a similar question and the recommendation was having smaller leagues with leader, sidekick, follower so the action doesn't get too bogged and still offers a good intro to the game. with the initiative/acivation system, nobody should be waiting too long for others to completely finish and remind them about playing their fortune cards on someone else's activation. good luck.
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I believe the current world record holders are Tim Kulinski and Baron von J. Both have run thrilled-packed Pulp Alley convention games with 8 full leagues on the same table.
Personally I draw the line at 6 full leagues - if most of them already have a decent understanding of the game.
However, if I'm doing a group of new players then I prefer to draw the line at 4 players. And I may even reduce each league down to 1 Leader, 1 Sidekick, and 1 Ally.
Also, if there are at least 2 other players then I will simply GM their first game - rather than try to play and teach at the same time.
The Pulp Alley mechanics do tend to be much more engaging for all the players - because you never know when you may steal the Initiative, are forced to activate one of your guys, want to counter-attack against someone that is shooting you, and so on...
Pulp Alley demo games can be relatively short, so you can always run back-to-back games for two groups rather than trying to fit everyone into one game.
HAVE FUN... and take photos! :D
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ran 5 leagues at BLAM - each had a leader, Sidekick and three followers - only just coped with the chaos ;)
Recommend that you also drop passing initiative and stick with simple card activation -
good luck
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Recommend that you also drop passing initiative and stick with simple card activation -
good luck
like two fat lardies sharp's practice? interesting idea especially for solo games; surprised nobody else has mentioned it previously.
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Some good suggestions folks - hannks for the input. I think I'll definitely go for the reduced size leagues because it looks like there could be 6 players.
Recommend that you also drop passing initiative and stick with simple card activation -
good luck
Giles - interesting idea - like in "Went The Day Well"? However Dave Phipps always emphasises the importance of the Initiative system in PA as being a vital tactical tool - I wonder if a lot of the flavour is lost if you go the card activation?
Doug
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Giles - interesting idea - like in "Went The Day Well"? However Dave Phipps always emphasises the importance of the Initiative system in PA as being a vital tactical tool - I wonder if a lot of the flavour is lost if you go the card activation?
Ayup, we playtested card-based Initiative quite a bit during development - but decided to go a different direction.
We always encourage players to use their own house-rules if they want to try something different. And it is often just a question of finding what works best for your group of players.
When I GM a game, my primary role is to simply keep track of who has the Initiative and frequently encourage that player to keep the game moving --- "You're the boss - who goes next?"
HAVE FUN