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Strike (Mireille Bouquet) ([info]fioreneru) wrote in [info]sabra_la_ooc,
@ 2010-09-02 22:59:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Suggestion Box!
So Huntress's first game is done and there were more than a few bumps in the road along the way. As such, suggestions!

I want to run more similarly themed games with her, so I would really appreciate any and all suggestions that people have for how to improve the past game or ideas for future games.

Thank you kindly! You all rocked ♥


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[info]crazylikeavulp
2010-09-03 07:21 am UTC (link)
As someone who has made herself miserable attempting similar games, I feel like I have this perverse desire to see tabletop-style games with stats and maps actually succeed. Because I think they can! But they've always proved problematic, and I'm starting to think that maybe it'd just be better for this type of game if they were run more like heart games, with someone individual running every thread so they don't have to be simplified to the point where interactions become super-limited. Also, sub-letting out your games makes them SUPER EASY to run in that other people are doing it, thus making it an A++ super-recommended Excel Judging Tip.

This is also possibly a personal preference, but I am also severely reluctant to run games where fight scenes happen because fight scenes will ALWAYS take forever, no matter what the circumstances. The quicker and easier your death and destruction, the faster you can get it over with and get to the sweet, sweet aftermath. I'm sorry all of my game-running ideas are basically "be lazier"

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[info]crossboundaries
2010-09-03 08:39 am UTC (link)
Jumping off your comment to give my feedback because this last was going to be the comment I made -- in a game with a lot of stats, grab a tabletop gamer to run ideas past first because the first warning I'd have is that fight scenes with dice take forever. I have honestly been in games where a single fight took eight hours because players were playing with the full round rules and dice mechanics. I totally think these things can be streamlined and run fast -- I've run so many dice-based tabletop games over the years that I am convinced it's possible. But unless you make the instructions super-clear up front and simplify the mechanics both in what has to be done and in how many HP everyone has and so on, you're in for a long haul and getting your goals met is hard. I've done a looot of tabletop gaming (sob has it really been like 19 years now...?) and I saw "three hours" and "dice-based combat" and win conditions involving kills and did immediately fret, I admit, because that is DAMN hard to pull off even with a lot of experience.

I enjoyed the game a lot! But in general fast and loose will always be faster, and if you want a game with high KO counts, you want HP to be so low people can get single-hit KOs, especially as then things like ambushes etc come into play.

Again, I enjoyed it a lot! ♥ I got emotional development and funtimes out of it, and Rolo met new people and all that was great for me. But I'd definitely say that if you want to set up something in a specific style of gameplay, grab people who do a lot of running or designing in those systems and do a quick check on pitfalls because a lot of stuff doesn't come out as apparent until you've been there. I'd love to see what you do next, mind.

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