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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. 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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