[AAR] initiative card draw

2 posts ยท Oct 4 2004 to Oct 4 2004

From: Laserlight <laserlight@q...>

Date: Mon, 4 Oct 2004 10:25:06 -0400

Subject: [AAR] initiative card draw

Glad there's some traffic on the list this morning--I was worried that
the entire list had spontaneously unsubbed or gone catatonic after that AAR.
;-)

I wasn't completely happy with the card draw system for two reasons: a) it
didn't feel like the commander had enough influence. This may be a figment,
based on the fact that the commander was mostly interested in getting away and
that I was using FMAS instead of SG.

b) there were times when the character doesn't need to make a
decision--"I'm fleeing, and I'm going to keep fleeing!" and I'm not sure
I'm comfortable with the way a card draw feels for that. I see the card draw
mainly as a simulation of how quickly the unit can make absorb information and
put a decision into effect.

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 5 Oct 2004 09:02:23 +1100

Subject: RE: [AAR] initiative card draw

G'day,

> I wasn't completely happy with the card draw system for two reasons:

I would definitelyplay anotehr game before deciding they don't get enough
work, also try with slightly more subordinates to control.

> b) there were times when the character doesn't need to make a

Do you mean voluntary fleeing or fleeing due to being broken? If the former I
think its ok the card draw is still haphazard for that (they may be ducking
and weaving in an effort not to get hit so easy or maybe they're simply not as
fast or strong willed as they think), but if its involuntary then they could
get an automatic retreat each turn until rallied, you could even say they must
be the first actions of the new turn maybe (analogous to PK saying that route
moves must be done before other movement).

Cheers