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Author Topic: Adding suspense/tension to the gaming experience  (Read 5989 times)

Offline chaplain severus

  • Librarian
  • Posts: 117
    • http://www.berkshirewargaming.com
Adding suspense/tension to the gaming experience
« Reply #15 on: February 04, 2008, 01:38:30 AM »
I like the timer idea. I will try and implement it.  How much time would you give a player?

The scenario I have has plenty of characters

5 werewolves & 4 wolf packs

Sheriff
3 deputies
1 Crow medicine man
1 doctor
1 preacher
4 mobs of townsfolk?
"Hige sceal pe heardra, heorte pe cenre, mod sceal pe mare pe ure maegen lytlao"

"Will shall be the sterner, heart the bolder, and spirit the greater as our strength lessens."
-English Proverb

http://www.berkshirewargaming.com

Offline Argonor

  • Elder God
  • Posts: 11336
  • Attic Attack: Mead and Dice!
    • Argonor's Wargames
Adding suspense/tension to the gaming experience
« Reply #16 on: February 04, 2008, 11:23:57 AM »
I would base the time allotment on the number of miniatures controlled by the player - and give more time for powerful minis with special rules.

I think in Space Hulk, basic allotment was 30 sec pr. squad, + 30 sec per sergeant, and +1 1 min for a captain.

As this is not a boardgame, I would suggest allowing a little more time - maybe 1 min per mini, with extra time for the 'rules-heavy' ones.

I'd also suggest using a stop-watch, so that time can be stopped if need arises for consulting rules and the likes....
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Azalin41

  • Assistant
  • Posts: 21
Re: Adding suspense/tension to the gaming experience
« Reply #17 on: May 12, 2008, 10:53:57 PM »
Hi

Let the actions of the heroes/monsters be random in time ( card driven) so a player wont know when it his time to move and he realy cant plan his move after all action hve taken place reshuffle the deck

Offline Skrapwelder

  • Mastermind
  • Posts: 1769
  • Pluviophile
    • What Ho, Cythereans!
Re: Adding suspense/tension to the gaming experience
« Reply #18 on: May 13, 2008, 12:56:57 AM »
Place something creepy in the facilities (preferably NOT your Uncle Ernie) that may reference something that happens early in the game. I ran a Cthulhu game quite some time ago that involved a levitating straight razor and strop that attacked players that went into the washroom. In my own washroom I had hung a razor strop on the back side of the door in such a way that you could only see it once you were in and the door was shut.

For a skirmish game I'll use dummy tokens and move them around between players turns.

 

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