> From: "simon_hibbs2" <simon.hibbs_at_N9hhe5qngiVd5Jc1CFvqyQgSomtPRbYw-Z0E_FtoRTHjO7MiYubmQwuB_B2uLUdRpVmIvccj5qzkSLYtwx-UQZ4.yahoo.invalid>
>
>I'm toying with using an idea suggested by a player in an
>upcoming Hero Wars game (starting next week).
>
>We found extended contests a bit dull the last time around
>and some players have a hard time visualising what APs realy
>represent. If an AP loss means you're at a disadvantage,
>shouldn't that mean you're at a penalty to your rolls?
>
<SNIP>
>
>We've obviously not worked out formal rules for this, but
>what do you all think as a general idea?
I've been toying with an extended contest variant (I was going to use the same name "Sudden Death Extended Contests"), but I won't now.
I had two main aims. First, to find a type of contest to handle short contests that are too important for a simple contest, but not important enough to be the climactic extended contest for an episode. Second, to have a slightly bloodier/more dangerous type of contest.
I wanted the mechanic to piggy-back on existing rules, be quick and able to use the standard AP, edges and so forth of an extended contest.
After several false starts (involving fairly complex mechanics) I finally hit upon a very simple mechanic:
MINIMUM BID EXTENDED CONTESTS These work exactly as a normal extended contest, EXCEPT:
Rationale: The basic idea is to constrain an extended contest so that it takes little longer than a simple contest to run. Unlike a simple contest players have some control over the likely degree of defeat. In most exchanges there is a fair chance that someone will be defeated (at least 50% if option 4a is used).
Thom Received on Wed 16 Jan 2002 - 07:20:36 EET
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