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Author Topic: Three player variant possiblity.  (Read 1238 times)

Offline Bergh

  • Scientist
  • Posts: 231
Three player variant possiblity.
« on: September 06, 2012, 02:15:54 AM »
I'm going to soon be hosting a Strange Aeon evening for two friends. I was first thinking they should play against each other, with me as the guide to the rules.
Both alternating between playing Agents/Lurkers. But that would be a bit boring for me, I have been thinking about how to play 3 players at the same time. I got the rules from Morbid Adventures, which I dont think will fit my idea of both my friends actually playing a real game of Strange Aeons.
I came of with this idea:

Both my friends make a completely normal Threshold team. And I as the Lurker, make 2x Lurkers.
then you make a double wide gaming area. ie. 4' wide and 3' long. The board should have some clear line of dividing the two halfs.

Here are the magic trick:
1. Two scenarios are rolled. one for each threshold team. one lurker crew for each scenario are done, as normal 1vs1 game.
2. Each half of the board have ONE activation for each side. This actually means that each side have two activations per turn, but each one is only allowed being used for that half side of the gaming area.

This means that if both Threshold teams runs into the same half, they only have one activation for both teams, possible leaving the lurkers on the abandon side of the board roam free and winning that scenario. Same with the Lurkers, if you move all the critters against one Threshold team, the lurker players will have a double force with only one activation, and possible loosing the scenario on the opposite side.

I hope that there ofcourse will be some interaction between the two halfs, sending one of your guys over to help, if the other Threshold team is loosing.
I predict that this "double game" will not take a lot more time then a normal game, and each half will mostly be running separately most of the time.

I know that maybe two scenarios winning conditions will be too conflicting and so on, really this game is not about Power gaming, its about having fun, so really any inconsistency will just have to be cleared out before and when playing, (yes when playing! don't be mad, some chaos and random mayhem is good for you).
I have tried to make a drawing to clear it all up how to deploy.

 
« Last Edit: September 06, 2012, 02:17:48 AM by Bergh »
-Brian Bjerregaard Bergh

Offline Mason

  • Elder God
  • Posts: 21228
  • Eternal Butterfly!
    • Blind Beggar Miniatures
Re: Three player variant possiblity.
« Reply #1 on: September 06, 2012, 02:56:56 PM »
Good idea!
I will give this idea some serious consideration.
I was thinking of running something a little different.

There are  afew players in my group, and we often end up with at least three of us there at the same time.
I was planning to play three-player as follows:

As I have been GM'ing the campaign so far, I was going to control the Lurkers, with the Lurker BP total that of the two teams combined.
Activation was going to be as normal, one per side, with the Threshold activation being swapped between the two players.
This would add an interesting twist (I hope  :D), with players that can co=operate being able to get the best results.
The Threshold player who was nominating that turn could activate any model, including their partner's.
Models with Command and Leiutenant would be able to use these skills to activate any models on their side, not just models in their own team.
The model activated would be controlled by the owning player, though...

I feel that this would work fairly well and encourage co-operation, although if it were misused it could add some tension for the allied Teams.
Which is GREAT, as far as I am concerned!  :D

It would also allow the Lurker player to access the larger BP Lurkers, which is always a good thing.

Looking forward to the first volunteers for this, as I already have a plan of which Lurkers that I would like to use... ;D ;D ;D


 

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