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Post by ripx187 on Sept 3, 2018 20:13:19 GMT -5
I am a bit slow to the catch, but eventually, I get there. Tony Bath's Hyborian Campaign apparently had 2 separate phases.
The Strategy game on a global level which was played by post.
And a Tactical game that was played by face to face players with miniatures.
I am interested in simulating this to keep the world moving and changing, and while the game moves so slow for RPG, I think that this is something that is doable. Mr Bath had a huge cast of characters and each game year would do a check to see what was going on that was beyond our control, births-deaths that kind of thing. I could be (and probably am) trying to figure out a system that is a total pain in the butt and will be abandoned, but I really do want to simulate this kind of stuff.
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Post by mao on Sept 4, 2018 14:23:12 GMT -5
I am a bit slow to the catch, but eventually, I get there. Tony Bath's Hyborian Campaign apparently had 2 separate phases. The Strategy game on a global level which was played by post. And a Tactical game that was played by face to face players with miniatures. I am interested in simulating this to keep the world moving and changing, and while the game moves so slow for RPG, I think that this is something that is doable. Mr Bath had a huge cast of characters and each game year would do a check to see what was going on that was beyond our control, births-deaths that kind of thing. I could be (and probably am) trying to figure out a system that is a total pain in the butt and will be abandoned, but I really do want to simulate this kind of stuff. I used to be heavy into wargames, I can't win a WW 2 or modern land battle but I am a wiz at ancients and anything naval.
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Post by ripx187 on Sept 4, 2018 16:56:29 GMT -5
I enjoy WW2, learning about key battles through wargaming really is amazing.
Since this is a background thing, I'll probably just go with RISK style combat. While playing solo tactical games does sound romantic, it isn't all that practical. Of course, this would change if the players suddenly find themselves on a battlefield.
The actions of the Nations, the strategy game: This will be the most tricky to figure out a system for. Tony Bath allowed some of his friends to play decision makers and they would write in what their nation was doing each turn and it got to be pretty crazy quickly! This system, I don't think, would work for me as PCs are really good at dramatically changing the world around them, I also wouldn't want to get so far ahead of myself that I find that the PCs have altered the course of an event that will take place 5 years later.
I have a lot more thinking and studying to do on the subject.
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Post by bravewolf on Sept 4, 2018 22:15:27 GMT -5
ripx187, I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence. 3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts?
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Post by bravewolf on Sept 5, 2018 0:35:25 GMT -5
There is at least one aspect of the OP that I neglected to discuss: bringing the players themselves into the macro-scale game, what Mao and RipX identified as Bath's play by mail campaign. I think it might work best, if one has PCs running the sub-domain gambit, to involve players in very high-level strategic play that possibly doesn't always involve the continent on which the PCs reside, or at least involves primarily the margins of said continent. In this way, players are less likely to possess actionable intelligence for their PCs that the PCs otherwise wouldn't have. There are other ways to skin that cat, but I think this is a safe approach.
Regarding turns, that can be tricky. A referee is probably advised to run turns in the strategic game between tactical-level sessions to avoid what RipX mentioned earlier - strategic or macro-level events outpacing the tactical.
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Post by mao on Sept 5, 2018 6:35:05 GMT -5
ripx187 , I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence. 3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts? Wow! Far beyond anything I've ever done, have an exault!
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Post by randyb on Sept 5, 2018 7:14:21 GMT -5
Recommended additional reading:
1. 1e AD&D Dungeon Master's Guide, especially the sections on Time in the Campaign and The Campaign. 2. Adventurer Conqueror King System's (ACKS) Domains at War. The domain system in the main rulebook is the underpinnings, but Domains at War is where ACKS feels a lot like Tony Bath.
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Post by ripx187 on Sept 5, 2018 8:33:05 GMT -5
ripx187 , I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence. 3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts? Very nice! I tried to comment last night but the site's scripts kept getting in the way. These are all amazing suggestions, Exalt! I look forward to discussing them when I"ve got some free time on my hands. Thank you!
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Post by ripx187 on Sept 5, 2018 8:38:46 GMT -5
randyb, nice and short, I like it! Gary's DMG is the greatest gaming book ever written. ACKS, I've never heard of. I have a hard copy of Tony Bath's book coming in the mail soon, I had purchased it as digital but loved it so much I had to splurge on a copy of it. Is ACKS digital or physical?
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Post by bravewolf on Sept 5, 2018 9:12:08 GMT -5
Recommended additional reading: 1. 1e AD&D Dungeon Master's Guide, especially the sections on Time in the Campaign and The Campaign. 2. Adventurer Conqueror King System's (ACKS) Domains at War. The domain system in the main rulebook is the underpinnings, but Domains at War is where ACKS feels a lot like Tony Bath. Heck yeah, I own both of those. I plan to use ACKS' domain system if resource management at that scale becomes important in our campaign - or when time allows me to assimilate that subsystem.
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Post by bravewolf on Sept 5, 2018 9:15:33 GMT -5
randyb , nice and short, I like it! Gary's DMG is the greatest gaming book ever written. ACKS, I've never heard of. I have a hard copy of Tony Bath's book coming in the mail soon, I had purchased it as digital but loved it so much I had to splurge on a copy of it. Is ACKS digital or p7hysical? It's available in both formats. ACKS has a supplement called Domains at War, too. There is a legit free, lite version of DaW on DriveThruRPG.
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Post by bravewolf on Sept 5, 2018 16:04:59 GMT -5
ripx187 , I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence. 3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts? Wow! Far beyond anything I've ever done, have an exault! Much obliged, friend!
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Post by bravewolf on Sept 5, 2018 16:08:59 GMT -5
Very nice! I tried to comment last night but the site's scripts kept getting in the way. These are all amazing suggestions, Exalt! I look forward to discussing them when I"ve got some free time on my hands. Thank you! Thank you, sir!
No worries about when you comment - I actually had the same issue later last night when framing thoughts about solo wargaming. Doggone forum dumped my post before I had finished writing it. Anyway. I have some specific tips about solo WWII wargaming that I'll share here after work.
Right, ripx187, so let's talk about solo wargaming in WWII. It is feasible to replicate the fog of war and a semblance of intelligence gaps playing solo, with the right rules. I've used Paper Tigers for solo WWII (small actions) and it has some clever features for solo play. The rules are free and can be found here: www.papertigerarmaments.com/PTArules.html
In Paper Tigers, individual elements (figure scale is assumed to be 1:1 but it scales up fine) are activated and act on a playing-card based initiative. One or two cards are assigned to units, face-down. Units are activated by turning over one or two cards; the higher card values permit movement or fire more quickly at the cost of accuracy; the converse holds for lower-value cards. Card color determines whether that element will be more effective at shooting or moving. The net effect is a minor amount of unpredictability once orders are given to elements.
Paper Tigers doesn't solve all the issues that pertain to solo wargaming. The application of a little military knowledge can help there, though. For instance, @gronanofsimmerya has pointed out somewhere that some mid-century tanks should only have about a 4-inch-wide corridor field of vision (ground scale) while hatch-down. It might be similar for the main gun turret. One could also grab Michael Korns' spotting guidelines from his Modern Warfare in Miniature to determine whether information that you have as the player would be known to your troops on the ground. MWIM is available for free as a PDF with a quick Google search.
Have fun!
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Post by ripx187 on Sept 5, 2018 17:09:07 GMT -5
ripx187 , I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence.
3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts? I honestly didn't expect any feedback on this as I assumed that it was just me being weird, so I am over-joyed that others are interested in this level of detail as well! Thank you
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Post by ripx187 on Sept 5, 2018 17:13:24 GMT -5
randyb , nice and short, I like it! Gary's DMG is the greatest gaming book ever written. ACKS, I've never heard of. I have a hard copy of Tony Bath's book coming in the mail soon, I had purchased it as digital but loved it so much I had to splurge on a copy of it. Is ACKS digital or p7hysical? It's available in both formats. ACKS has a supplement called Domains at War, too. There is a legit free, lite version of DaW on DriveThruRPG. Thanks guys. I found it and gave it a quick look-through. Interesting stuff!
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Post by El Borak on Sept 5, 2018 21:06:04 GMT -5
Great thread, very informative. IIRC, someone, maybe @gronanofsimmeryam, mentioned that MAR Barker did the 3x5 card thing with some huge number of NPC's.
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Post by ripx187 on Sept 5, 2018 21:20:47 GMT -5
Empire of the Petal Throne. For homebrewers, you gentlemen have collected a lot of settings! I just can't keep up.
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Post by bravewolf on Sept 5, 2018 22:15:26 GMT -5
Great thread, very informative. IIRC, someone, maybe @gronanofsimmeryam, mentioned that MAR Barker did the 3x5 card thing with some huge number of NPC's. I wouldn't be surprised if @gronanofsimmerya mentioned Barker's NPC cards. I picked up that tidbit from Chirine's blog & contributions here.
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Post by bravewolf on Sept 5, 2018 22:33:11 GMT -5
ripx187 said: "I have heard of this, but have never instituted it. We are lucky if we get to play on our normal rotation of every 4th week. I am also obsessed with time-keeping, watching tv shows or reading books that ignore time drives me nuts and hurts my brain. I print out calendars and assign one of the players to record events. I use triggers as a mechanism in the game, and everything has to make sense. These calendars are life savers for us because we always have to do a recap prior to playing and 4 weeks is a long time! I need to just go with it, and make sure that the system suits our needs rather than allowing the system to take over. My goal is to keep the system as open as possible, and play-test as we go. " Calendars: Yep, we use them, too. Critical. Recap: I write up play reports after each session and email them to the players well before the next session so that we minimize the need for a recap at the table. That Ding-Dong Arduin System: Any number of play aids could be substituted, or you could make your own table. Alternatively, Oriental Adventures for AD&D 1e has a terrific table that includes natural disasters along with political stuff. If you have OA, you are set. WotC sells a PDF of it for three bucks and change right now. I'm glad that you brought this topic to the group!
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Post by randyb on Sept 6, 2018 20:23:27 GMT -5
randyb , nice and short, I like it! Gary's DMG is the greatest gaming book ever written. ACKS, I've never heard of. I have a hard copy of Tony Bath's book coming in the mail soon, I had purchased it as digital but loved it so much I had to splurge on a copy of it. Is ACKS digital or p7hysical? It's available in both formats. ACKS has a supplement called Domains at War, too. There is a legit free, lite version of DaW on DriveThruRPG. The free, lite version is just enough (and, I believe, intentionally so) to handle wars between domains within an RPG campaign. The full version of Domains at War opens up the opportunity to add more extensive wargaming to an RPG campaign.
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Post by bravewolf on Sept 6, 2018 23:23:49 GMT -5
Empire of the Petal Throne. For homebrewers, you gentlemen have collected a lot of settings! I just can't keep up. Think of these settings as brewer's yeast
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Post by mao on Sept 11, 2018 8:58:35 GMT -5
Very nice! I tried to comment last night but the site's scripts kept getting in the way. These are all amazing suggestions, Exalt! I look forward to discussing them when I"ve got some free time on my hands. Thank you! Thank you, sir!
No worries about when you comment - I actually had the same issue later last night when framing thoughts about solo wargaming. Doggone forum dumped my post before I had finished writing it. Anyway. I have some specific tips about solo WWII wargaming that I'll share here after work.
Right, ripx187 , so let's talk about solo wargaming in WWII. It is feasible to replicate the fog of war and a semblance of intelligence gaps playing solo, with the right rules. I've used Paper Tigers for solo WWII (small actions) and it has some clever features for solo play. The rules are free and can be found here: www.papertigerarmaments.com/PTArules.html
In Paper Tigers, individual elements (figure scale is assumed to be 1:1 but it scales up fine) are activated and act on a playing-card based initiative. One or two cards are assigned to units, face-down. Units are activated by turning over one or two cards; the higher card values permit movement or fire more quickly at the cost of accuracy; the converse holds for lower-value cards. Card color determines whether that element will be more effective at shooting or moving. The net effect is a minor amount of unpredictability once orders are given to elements.
Paper Tigers doesn't solve all the issues that pertain to solo wargaming. The application of a little military knowledge can help there, though. For instance, @gronanofsimmerya has pointed out somewhere that some mid-century tanks should only have about a 4-inch-wide corridor field of vision (ground scale) while hatch-down. It might be similar for the main gun turret. One could also grab Michael Korns' spotting guidelines from his Modern Warfare in Miniature to determine whether information that you have as the player would be known to your troops on the ground. MWIM is available for free as a PDF with a quick Google search.
Have fun! this is great! Thanx for sharing!
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Post by El Borak on Sept 11, 2018 10:27:07 GMT -5
Empire of the Petal Throne. For homebrewers, you gentlemen have collected a lot of settings! I just can't keep up. Think of these settings as brewer's yeast Have an exalt for all you have posted and for this comment!
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Post by El Borak on Sept 11, 2018 10:41:45 GMT -5
ripx187 , I'll leave a couple of thoughts from my OD&D Arduin campaign here. I don't think any of them are original but they might be useful to you. 1. At our table, we strive to end each session with the PCs back at a safe house. It doesn't always work out that way & it sometimes would be nonsensical or counterproductive for the PC goals anyway. If they do make it back to a safe house at end of sesh, they get their XP & time in-game passes with real-world time on a one-to-one basis. That means STUFF CAN HAPPEN in the background, as we usually have 2 weeks between sessions. 2. Taking a cue from M.A.R. Barker & Tony Bath, I've documented major NPCs, including rulers, on color-coded index cards. Color-coding is by dungeon, town, or city of residence. 3. Every game month, I roll on David Hargrave's "Random Events" table from The Arduin Trilogy for each NPC if my schedule allows. Otherwise, I roll for the major factions, which might be as gross as "the Arduinian Crown" & "the Hobgoblin Occupational Army". These rolls give me the seeds for potential conflicts or just life events such as a birth in a royal line or a promotion. 4. Where the rolls suggest that a military action will unfold, or distant intrigue, I decide what forces or NPCs have to move & where. And how, of course. Then I consult my hex map of Arduin & play out troop/NPC movements according to guidelines given in the Grimoires and OD&D. This includes chances for getting lost, wandering encounters, &c. 5. For NPC interactions, I consider the personalities involved, their goals, & use the OD&D monster reaction table to adjudicate. I write the dialogue out in a campaign notebook (or just the Cliff's Notes version if time is short). 6. If any of this would directly affect the PCs or be detectable by them in a timeframe that could allow for speedy involvement, I halt resolution at that juncture & use the events as a springboard for the next session. Thoughts? How much time do you spend doing this between games? I had read about Barker doing this, but always wondered how much time it took.
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Post by bravewolf on Sept 11, 2018 12:44:15 GMT -5
I can only provide a rough estimate cos I haven't done this often yet & get frequent interruptions at home. I would say 1 to 3 hours. The low end would be where rolls for events were non-events or required little change to the campaign world. The higher end would be for situations like movements of military forces or parley (if I wish to write the conversation down). The 1 to 3 hours is in addition to normal referee preparation & assumes that I've whipped up most NPC cards already (which I had done as the game proceeds and during prep.).
At some point, I can post my write-up from the most involved such episode & make in-line notations about the mechanics involved if anybody is interested in that sort of thing.
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Post by mao on Sept 11, 2018 12:49:27 GMT -5
I can only provide a rough estimate cos I haven't done this often yet & get frequent interruptions at home. I would say 1 to 3 hours. The low end would be where rolls for events were non-events or required little change to the campaign world. The higher end would be for situations like movements of military forces or parley (if I wish to write the conversation down). The 1 to 3 hours is in addition to normal referee preparation & assumes that I've whipped up most NPC cards already (which I had done as the game proceeds and during prep.). At some point, I can post my write-up from the most involved such episode & make in-line notations about the mechanics involved if anybody is interested in that sort of thing. I think I can safely speak for all of The Steering Comit. ,We Love details of stuff like this
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Post by El Borak on Sept 11, 2018 18:54:38 GMT -5
I can only provide a rough estimate cos I haven't done this often yet & get frequent interruptions at home. I would say 1 to 3 hours. The low end would be where rolls for events were non-events or required little change to the campaign world. The higher end would be for situations like movements of military forces or parley (if I wish to write the conversation down). The 1 to 3 hours is in addition to normal referee preparation & assumes that I've whipped up most NPC cards already (which I had done as the game proceeds and during prep.). At some point, I can post my write-up from the most involved such episode & make in-line notations about the mechanics involved if anybody is interested in that sort of thing. I would very much like to see that.
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Post by Hexenritter Verlag on Sept 12, 2018 11:25:42 GMT -5
I can only provide a rough estimate cos I haven't done this often yet & get frequent interruptions at home. I would say 1 to 3 hours. The low end would be where rolls for events were non-events or required little change to the campaign world. The higher end would be for situations like movements of military forces or parley (if I wish to write the conversation down). The 1 to 3 hours is in addition to normal referee preparation & assumes that I've whipped up most NPC cards already (which I had done as the game proceeds and during prep.). At some point, I can post my write-up from the most involved such episode & make in-line notations about the mechanics involved if anybody is interested in that sort of thing. I'd like to read that bravewolf.
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Post by bravewolf on Sept 26, 2018 22:35:36 GMT -5
I am a bit slow to the catch, but eventually, I get there. Tony Bath's Hyborian Campaign apparently had 2 separate phases. The Strategy game on a global level which was played by post. And a Tactical game that was played by face to face players with miniatures. I am interested in simulating this to keep the world moving and changing, and while the game moves so slow for RPG, I think that this is something that is doable. Mr Bath had a huge cast of characters and each game year would do a check to see what was going on that was beyond our control, births-deaths that kind of thing. I could be (and probably am) trying to figure out a system that is a total pain in the butt and will be abandoned, but I really do want to simulate this kind of stuff. Hola! I'm piping back in to say that our local library system rocks! Through their ZipBooks program, I had delivered to my doorstep Tony Bath's Ancient Wargaming I started my read with "Setting Up a Wargames Campaign." It backs up what you say about Bath's two-phase approach. More importantly, it's a terrific read!
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Post by randyb on Sept 27, 2018 6:45:03 GMT -5
I am a bit slow to the catch, but eventually, I get there. Tony Bath's Hyborian Campaign apparently had 2 separate phases. The Strategy game on a global level which was played by post. And a Tactical game that was played by face to face players with miniatures. I am interested in simulating this to keep the world moving and changing, and while the game moves so slow for RPG, I think that this is something that is doable. Mr Bath had a huge cast of characters and each game year would do a check to see what was going on that was beyond our control, births-deaths that kind of thing. I could be (and probably am) trying to figure out a system that is a total pain in the butt and will be abandoned, but I really do want to simulate this kind of stuff. Hola! I'm piping back in to say that our local library system rocks! Through their ZipBooks program, I had delivered to my doorstep Tony Bath's Ancient Wargaming I started my read with "Setting Up a Wargames Campaign." It backs up what you say about Bath's two-phase approach. More importantly, it's a terrific read! I snagged it via the South American River Digital Trading Post. Excellent read, indeed!
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