[Torg] Trimming player decision-making
Sam Frazier II
sdf_ii at yahoo.com
Fri Dec 21 00:44:19 EST 2007
Grind to a halt? WTH? I don't think so. If a player can't think of what exactly they are going to do by the time you ask them, say you'll come back, finish the round. If they still don't know what they are going to do, flip the next card (or let the villains take their turn). I don't wait on them. The round by round is supposed to be fast paced in Nile, well, don't slow it down too much outside of Nile. In Nile I'd suggest ask once. If they don't do anything? Well they don't do anything that round, and the next round they do something. A player (or players) that choose to slow the game down because they don't know what to do, or how to manipulate the system to their privilage, need to say "I shoot 'em" or "I dodge" or...whatever. I have two players, out of five, that are calculating and indecisive....odd that one is from Nile...we harrass him about his hesitancy and indecision.
I wouldn't suggest the mocking, but I would suggest a discussion witht he players saying "You need to keep the game going. When combat occurs, think about what you are going to do when the other players are going. I'm not going to wait. I'll ask you twice. You can 'hold' your action til the end of the round, but if you don't have an answer general (I shoot 'em) or detailed (I shoot that guys eye, and dive behind the boulder as they return fire) you won't do anything that round and will have to wait til the next round."
I did this, and it has worked very well. My two players know they'll be skipped...and have been skipped several times, but the game goes on, and no one complains...well they don't complain with any real teeth as I've stated the game won't wait on them anymore. It isn't fair to other players.
They'll learn.
I guess I should read what others had to say huh...mmm
SDF II
----- Original Message ----
From: Phil Dack <philipdack at yahoo.co.uk>
To: torg at roadkill.com
Sent: Monday, December 17, 2007 8:57:14 AM
Subject: [Torg] Trimming player decision-making
Another quick post, as I'm procrastinating.
My group managed to let combat grind to a halt with their
contemplation of various tactical options. Its good to hand the
players some tactical control, but when every round you're
asking them to decide on what action to take (and the use of
interaction skills in combat, plus Approved Actions being
rewarded with a new card complicates this decision), how to take
it (multiple actions?), what options to take (vital blow etc.),
to play cards or not (and if so, which cards). Then the question
of spending a possibility once the roll has happened - it's a
lot of points each of which could potentially slow things down.
I was contemplating removing ALL combat options. No more
autofire, no more vital blow. Nothing.
Instead, I was thinking of upping card play. It only cuts out
one stage admittedly and may simply replace one level of
contemplation for another of course. But instead of combat
options, players can play one card from their hand each combat
round. Trouble is, this changes rather a lot. It messes things
up at a metagame level, because only PCs have cards. Do NPCs
still use the old maneuvers? Or do they gain surrogate cards? It
may also upset, if slightly, the balance of cardpools making
them less potent in general.
Any other thoughts on how this decision-making process can be
trimmed. And in particular, I *am* quite keen on getting rid of
the combat maneuvers which add a level of 'realism' that I don't
necessarily need for a cinematic game. Now there's a thought -
allowing them in some realities, but not others! Nile Empire
pulp judges on the results, Core Earth is more interested in the
process. Oh dear. That could get very messy.... :)
Phil
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