Post by Paul on Oct 31, 2010 23:05:59 GMT -6
The goal of this little rant is so I can read this in the future and learn from my mistakes, help others understand what is going on in my head, and help people avoid these mistakes.
The intent of the game was to have this huge battle with a bunch of role playing opportunities. I was going to have some soldiers need help, bunkers being overrun, pilots getting shot down, and the big force user stand off. The idea sounded awesome in my head but failed miserably when it came time. This wasn’t the fault of the players, but a fault at my ability to accurately predict how well the characters would do. The first wave of storm troopers was easily taken out, I expected this. I failed to adapt at changing the role playing aspect. It became a bad choice to go back to the other side of the map just to help one person when the front line was down. I should have moved some of the New Republic solders close to us.
I underestimated time in this game. Time is VERY skewed in role playing games. In some instances 6 seconds a round is fair, you make that longer and people would complain about being able to do more. However when the situation arrives where the bomb will blow up in 5 minutes things get really messy in game world. 5 minutes should be enough to freak out anyone. 5 minutes in game time is 50 rounds. I’ve never seen anything done in 50 rounds. In the large battle we were done in (I think) 9 rounds with the force user stand off. 54 seconds to decimate half an army and some random force users. Now let’s say were at a situation where the bomb will go off in 50 rounds and we need to keep the bad guys away. 41 rounds later we are waiting for the bomb to be defused. Boring! The lesson I leaned for this game is instead of 5 minutes, just make it round based maybe 10 rounds. 10 rounds until the bomb goes off, 9 rounds of fighting 1 round of defusing sounds like a more appealing and dramatic encounter. This is a perfect setup for someone to spend a destiny point to save everyone. I suppose the counter to that is just saying on round 40 we get attacked. But honestly isn’t that the same thing?
I think the NPC and brief role playing at the start was ok. Not my best effort but I got my point across.
One more lesson I am starting to learn is don’t try and be too experimental. The battle was indented to be something that is unusual and it didn’t work (The Role Playing Aspect of Combat). What would have worked better was just a basic battle or better adjustments to the position of the characters. This doesn’t mean I am going to stop trying this idea, I just need to refine it.
With that in mind my next game; “The Alters” is going to be a more traditional role playing game.
Game Grade = C+
Game Score = 5.5 out of 10.
I’ll do better next time guys.
Also, if anyone else has anything to add feel free.
The intent of the game was to have this huge battle with a bunch of role playing opportunities. I was going to have some soldiers need help, bunkers being overrun, pilots getting shot down, and the big force user stand off. The idea sounded awesome in my head but failed miserably when it came time. This wasn’t the fault of the players, but a fault at my ability to accurately predict how well the characters would do. The first wave of storm troopers was easily taken out, I expected this. I failed to adapt at changing the role playing aspect. It became a bad choice to go back to the other side of the map just to help one person when the front line was down. I should have moved some of the New Republic solders close to us.
I underestimated time in this game. Time is VERY skewed in role playing games. In some instances 6 seconds a round is fair, you make that longer and people would complain about being able to do more. However when the situation arrives where the bomb will blow up in 5 minutes things get really messy in game world. 5 minutes should be enough to freak out anyone. 5 minutes in game time is 50 rounds. I’ve never seen anything done in 50 rounds. In the large battle we were done in (I think) 9 rounds with the force user stand off. 54 seconds to decimate half an army and some random force users. Now let’s say were at a situation where the bomb will go off in 50 rounds and we need to keep the bad guys away. 41 rounds later we are waiting for the bomb to be defused. Boring! The lesson I leaned for this game is instead of 5 minutes, just make it round based maybe 10 rounds. 10 rounds until the bomb goes off, 9 rounds of fighting 1 round of defusing sounds like a more appealing and dramatic encounter. This is a perfect setup for someone to spend a destiny point to save everyone. I suppose the counter to that is just saying on round 40 we get attacked. But honestly isn’t that the same thing?
I think the NPC and brief role playing at the start was ok. Not my best effort but I got my point across.
One more lesson I am starting to learn is don’t try and be too experimental. The battle was indented to be something that is unusual and it didn’t work (The Role Playing Aspect of Combat). What would have worked better was just a basic battle or better adjustments to the position of the characters. This doesn’t mean I am going to stop trying this idea, I just need to refine it.
With that in mind my next game; “The Alters” is going to be a more traditional role playing game.
Game Grade = C+
Game Score = 5.5 out of 10.
I’ll do better next time guys.
Also, if anyone else has anything to add feel free.