![]() If you would like to use the Service, you will need to register as a user (“Registered User”) by providing us with your name and email address and creating a username and password for your account. Just like the possibility for pulling the hair of someone doesn't mean all people are walking around and pulling hair.If you would like to use the Service, you will need to regi. Because the possibility for unbalance/unfairness does not equal someething being unbalanded/unfair. T9a can be just as balanced as tow, or just as unbalanced. So aiming balance for "all things equal between two equally experienced players" is like hunting for ghosts. Because two persons will never ever be equal in skill at the same time at the same place. the example "All things equal in player skill etc, this or that game is the most balanced" is entirely irrelevant for gaming. From chess to t9a, the player determines what level of fair competition it will be. ![]() This is the same with all rules in any game. It doesn't matter if a rule system allows 20 helicopters to be abusive, it matters only if there are someone playing those helicopters against someone. Because unless games play themselves without player input it is the player which is the main deciding factor about how unfair a game is. The "this game is more fair than others because of this or that" is more an illusion than a true assessment. And from that experience with almost hundred thousand of hours of games I will say that any game-system is unfair in its core. From cognitive disabled persons to Mensa level, from " I don't care at all about the result" to people who breaks down crying after getting a UNO-reverse card, from age 5 to age 100+. I've been playing so many different games for so long time as a part of my job and i've played with all types of persons. If you want to play a game where you care about winning and a sense of fair competition it looks awful to me (at least at this point) If you want to play a fun game with your mates and you care more about the "story" than "winning" I think TOW is perfect. Warhammer: The Old World, Dwarfen Mountain HoldsĢ0 Long Beards (0-1 if General is a King) Ģ0 Hammerers (0-1 per King or Thane) ġ Cannon (0-3 warmachines per 1000 points) ġ Organ Gun (0-2 warmachines per 1000 points) Those are just a few examples of why I like such rules That’s ok once in a while, or even a relief, but without the chance of something actually bad happening, there is no sense of relief, it’s just boring. When the “roll” results in nothing happening, it’s pretty anti-climactic and boring. These are exciting things specifically because something bad and unplanned can happen. And that’s exactly what results… beautiful story telling. They respond with “but we may hit our men” (because they’re not exactly triangulating coordinates for artillery over a radio) and they’re experienced and know how difficult it is to aim, but I say do it anyway. What happened? Well I told my men to shoot at that large gathering of enemy soldiers to soften them up as my infantry are advancing. The catapult and scatter dice: I roll for scatter and it lands on my own unit. You can make the right decisions but you can’t always control how soldiers act. So that’s the story when the opponent rolls double 1’s despite losing combat by 12, the next round my two units get flanked ( ok so it wasn’t the last group of enemy soldiers but whatever, bear with me) and I lose… to me that, though disappointing, is a great narrative outcome that is fairly unpredictable, which is what makes it exciting. To me that’s immersive, because it makes sense, but ultimately it’s a fun narrative rule.īack to insane courage: I can make all the right decisions as a general, but I may not know that the last enemy group of soldiers my two units are attacking would rather die to the last man than see me overrun their homeland and families, where as my guys are there just because I forced them to muster up. I want to give direction to my steam tank, (purely for example, I don’t actually like the steam tank), but let’s say the steam tank is unreliable new technology, now I roll on a table that determines whether the crew can follow my order, or at some point it malfunctions, and the roll can result in a few different types of malfunctions. ![]() ![]() For instance, I don’t want to to feel like im controlling every aspect of the game (on my side at least, same goes for my opponent). ![]() I happen to like random things and more so when bad things can result from those random tables. ![]()
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