*

Recent Topics

Author Topic: Strange Aeons for Multiplayer  (Read 5119 times)

Offline heybale

  • Lurker
  • Posts: 1
Strange Aeons for Multiplayer
« on: 11 September 2011, 11:55:34 PM »
Sorry if this has been covered, but how does Strange Aeons work with more than two players? Do you use more points, or add extra factions, or both? Or does the system bog down?

Thanks-

Mike

Offline Alien Dave

  • Bookworm
  • Posts: 75
Re: Strange Aeons for Multiplayer
« Reply #1 on: 12 September 2011, 02:14:35 PM »
I ran a game for four players recently.  We assigned two players to rival cults and two players to rival Threshold agencies.

Initiative was rolled per player, not per faction, and recorded.  Other than that, it seemed to go quite well, especially when the cultists took out the Threshold agents and then turned on each other to achieve their nefarious aims! lol

Dave W

Offline Bowman

  • Supporting Adventurer
  • Scientist
  • *
  • Posts: 268
Re: Strange Aeons for Multiplayer
« Reply #2 on: 13 September 2011, 06:27:43 PM »
..........it seemed to go quite well, especially when the cultists took out the Threshold agents and then turned on each other to achieve their nefarious aims!

Man.......you just can't trust those damned cultists!
"This I have known ever since I stretched out my fingers to the abomination within that great gilded frame; stretched out my fingers and touched a cold and unyielding surface of polished glass." 

H. P. Lovecraft, "The Outsider"

Offline thebinmann

  • Galactic Brain
  • Posts: 4219
  • Can't paint but dreams...
Re: Strange Aeons for Multiplayer
« Reply #3 on: 17 September 2011, 04:26:50 PM »
I ran a game for four players recently.  We assigned two players to rival cults and two players to rival Threshold agencies.

Initiative was rolled per player, not per faction, and recorded.  Other than that, it seemed to go quite well, especially when the cultists took out the Threshold agents and then turned on each other to achieve their nefarious aims! lol

Dave W

Hi

I did similar here, but only two sides, the extra BPs used may have skewed it in favour of the lurkers....

http://leadadventureforum.com/index.php?topic=18567.0

Binmann

Offline Uncle Mike

  • Moderator
  • Scatterbrained Genius
  • Posts: 2595
    • Strange Aeons
Re: Strange Aeons for Multiplayer
« Reply #4 on: 05 October 2011, 03:19:29 PM »
Working up some 'official' multi-player rules. Depending on when they are completed you should see them in either Morbid Adventures or Shocking Tales #3...anyone with thoughts/ideas please let me know here or through P.M. what your thoughts are.

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2516
Re: Strange Aeons for Multiplayer
« Reply #5 on: 05 October 2011, 08:03:07 PM »
I'm looking forward playing a campaign of SA with me as GM/Lurker and two players as Thresholders... Any ideas what could cause problems? Are one "hero" for each player too much or does it scale well when the army points just get doubled on Lurker side? Also, would it get too crowded to accomodate two double-size gangs (2 Threshald teams and a double-size Lurker army)? I'll be playing with 28mm miniatures on a 4x4 table.

Offline Keeper Nilbog

  • Scientist
  • Posts: 280
Re: Strange Aeons for Multiplayer
« Reply #6 on: 21 February 2012, 06:36:30 PM »
 Intending to run a 'multi-player' threshold/investigator game for the people at my gaming group. Was intending to to let each player have 10BP so that they could have a character + someone else, with the Lurkers having BP equal to the number of players (so that people who couldn't play would have little effect on the game, other than a slower development of there team).

 The only thing that's been giving me trouble is the 'actions' of the teams/Lurkers - at present the plan is to let each character have an action, then give the lurkers an equal number (so the lurkers don't stand around staring at the stars). I don't think this will directly unbalance the game, as lurkers have less access to command/leiutenant abilities.

  Just going to need lots of cultists.  :D

Offline vaganardi

  • Student
  • Posts: 16
Re: Strange Aeons for Multiplayer
« Reply #7 on: 23 February 2012, 04:16:49 PM »
I usually run games with more than 2 players. I create the scenarios and the sides and the players divide up the forces.

It works great.

I have also run story driven multi-part games where the players each controlled one character and the villians were run by me. (That way they did what they were going to do to promote the plot.) the players had fun, and when someone died they were replaced in the next part.

Offline Yggdrasil

  • Scientist
  • Posts: 255
Re: Strange Aeons for Multiplayer
« Reply #8 on: 11 March 2012, 12:59:06 PM »
I think it's important, that there are as many Lurker Lists as Threshold Agent Players no matter how many Lurker Players there are. This means that in a game with 3 Threshold Players and 1 Lurkerplayer, the Lurkerplayer have to use 3 different Lurker Lists (one List for Thresholdplayer A, one for Player B and one for Player 3). With this condition its guaranteed that the used Lurkers could be defeated by the Threshold Players.

Simply adding the Agents BP together makes the game unfair because the Lurker Player could use too strong force (like an Godling) which can't be defeated at an early Stage of the Threshold Agents. We tried this once, but it didn't work very well.

For Initiative i suggest to roll for the lists and not for factions.


Offline Keeper Nilbog

  • Scientist
  • Posts: 280
Re: Strange Aeons for Multiplayer
« Reply #9 on: 12 March 2012, 11:33:08 AM »
Agreed, and was looking at something similiar as i'm not always going to have the same amount of players - so individual lists would make it easier to 'drop/add' lurkers in relation to the Threshold group.

Offline styx

  • Scatterbrained Genius
  • Posts: 2972
Re: Strange Aeons for Multiplayer
« Reply #10 on: 12 March 2012, 11:58:46 AM »
Mind you I have not tried a multi-player game yet,  but based on my reading the logic should be based on the # of players. If you have 3 then the Lurker player should have a combined pool of the other two players. If there is 4 (and 2 are Lurker) then each would build a seperate list. If there was three Threshold players and one Lurker then the  Lurker gets a pool of the 3 combined.

I would say that no Lurker should be more than double what the highest figure cost is. So, if you have a 10 BP character then the Lurker should not tip above 20.

Now, IMO if you get into a 3 Threshold vs 1 Lurker to me having a Godling may not be bad if the scenario fits the situation and is like an epic ending to a campain to experienced teams.
Check out my blogs!

Warhammer 40k, Fantasy and more!: http://armyoftheweek.blogspot.com

Warhammer Historicals: Legends of the High Seas and Old West, Gladiator: http://diceoflegends.blogspot.com/

Strange Aeons: http://strangeraeonsadventures.blogspot.com

Offline YIU

  • Mad Scientist
  • Posts: 739
Re: Strange Aeons for Multiplayer
« Reply #11 on: 12 March 2012, 02:10:55 PM »
Threshold teams gain experience at the end of the scenario. Did someone tried to do the same for lurkers ?
I wish I were an octopus to paint more miniatures...Cthulhu must be a great painter

Offline LidlessEye

  • Mad Scientist
  • Posts: 707
  • Recovering Cultist
Re: Strange Aeons for Multiplayer
« Reply #12 on: 12 March 2012, 03:05:59 PM »
There's a mechanical problem with limiting the maximum lurker size.  Let's say two Threshold squads, 17 and 19 points, decide to team up against a single Lurker player.  Net value: 36 points for the Lurker list.  The Scenario roll is taken: Monster Attack!  As the Lurker player is only allowed one model, they don't have much choice but to take a Godling (or other high-value Lurker).

Threshold teams gain experience at the end of the scenario. Did someone tried to do the same for lurkers ?

Von Unaussprechlichen Kulten: http://www.unclemikesworldwide.com/dev/Kulten_Beta.pdf  ;)

Offline styx

  • Scatterbrained Genius
  • Posts: 2972
Re: Strange Aeons for Multiplayer
« Reply #13 on: 12 March 2012, 03:52:51 PM »
There's a mechanical problem with limiting the maximum lurker size.  Let's say two Threshold squads, 17 and 19 points, decide to team up against a single Lurker player.  Net value: 36 points for the Lurker list.  The Scenario roll is taken: Monster Attack!  As the Lurker player is only allowed one model, they don't have much choice but to take a Godling (or other high-value Lurker).

Von Unaussprechlichen Kulten: http://www.unclemikesworldwide.com/dev/Kulten_Beta.pdf  ;)

That is true, the thing is either you would have to write scenarios keeping that in mind for multi-player games or put some rules in place that would make execptions to the current scenarios in the book to make them work.

 

Related Topics

  Subject / Started by Replies Last post
5 Replies
6848 Views
Last post 27 January 2008, 03:49:17 PM
by Uncle Mike
6 Replies
9392 Views
Last post 17 October 2009, 12:03:53 AM
by LidlessEye
Strange Aeons

Started by joroas « 1 2 3 » Strange Aeons

30 Replies
13012 Views
Last post 17 June 2010, 10:02:59 AM
by Lupus
1 Replies
1344 Views
Last post 16 April 2016, 06:40:26 AM
by Grumbling Grognard
5 Replies
1560 Views
Last post 27 July 2017, 02:19:57 PM
by WallyTWest