American Civil War Game Club (ACWGC)
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1390 turn Campaign Overland May-June 1864 Fixed Units etc
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=20647
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Author:  KWhitehead [ Sat Dec 17, 2016 11:39 am ]
Post subject:  Re: 1390 turn Campaign Overland May-June 1864 Fixed Units et

I have seen the most honest people fall apart after the third straight roll of snake eyes. :lol:

But mention of having a Game Master, some of the best multiplayer games I have been in used a Game Master as an in-between for determining what orders were received and when they were received. A game master can handle a wide range of player rules to create fog of war. I highly recommend trying such a game if you can find someone willing to be the go between.

Author:  John Ferry [ Sat Dec 17, 2016 1:45 pm ]
Post subject:  Re: 1390 turn Campaign Overland May-June 1864 Fixed Units et

When testing, the games under design never use passwords, mainly because many glitches in design can be corrected in an ongoing game if it is not encoded. Interesting premise about a game-master....
John Ferry
Overland co-designer

Author:  Ernie Sands [ Sat Dec 17, 2016 11:46 pm ]
Post subject:  Re: 1390 turn Campaign Overland May-June 1864 Fixed Units et

Yes, using a Game Master is an excellent way to play MP games. The GM can use some method, like rolling a 1d10 die, for an order to be carried out or a courier reaching the intended officer. Just what criteria the GM uses would be determined before starting. Yes, it is an extra layer in the game, but is is a fun way to play.

Author:  Christian Hecht [ Sun Dec 18, 2016 3:42 pm ]
Post subject:  Re: 1390 turn Campaign Overland May-June 1864 Fixed Units et

Indeed GM games can be interesting.
On a different board I onces witnessed an MP game that had a GM who did everything, the players only gave their orders and the GM implemented them. Was very interesting, especially as it used Histwar - Les Grognards.

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