Complexity of FMA Skirmish

2 posts ยท Jul 12 1999 to Jul 12 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 12 Jul 1999 13:57:16 -0400

Subject: Complexity of FMA Skirmish

From: "Tim Jones" <Tim.Jones@Smallworld.co.uk>
Subject: RE: FMA skirmish questions

> and RPG here... So where does Jon and GZG (not to mention we fans

A possible design goal is *no* record keeping on paper, that is using on table
chits and markers only. Also avoid excessive detail that will bog the play in
exceptions and special cases as these have to be remembered somehow.

It would also be nice if you could summarise the rules on a single reference
card.

I too thought about tracking ammo, but thought it perhaps too detailed. The
idea of a task roll seems at about the right level of abstraction IMO.

** Representing the other side: Some of us like our boards to look nice and
don't really like chits on the board either. We don't mind using paper (it
doesn't slow us up much). We paint figures and such so
as to look good - same reason we buy those (&*%!! expensive trees... -
and we like the battle pictures to lack coke cans, dice, chits, etc.
Mind you, we like a bit of record keeping - I don't think shooting for
no paper is necessarily what everyone wants.

And as for a single reference card - SG2 is close. It is a full
featured set of rules, but hits core points on one card.

I think what you want is this: An FMA game that i) fits into the overall
history and feel of FMA world ii) a game that easily allows play in a
simplistic way (a la simple fire combat, no ammo tracking, etc) but also
allows play at a more complex level for those who don't mind it (a la adv fire
resolution, ammo tracking, more detailed resolution for some stuff).

I think there is no reason we can't accomodate both camps. I'd play
one of the oft-depised GW games if I wanted a game with low rules, a
few die rolls, and simplistic tactics. Instead, I play SG2 because it
encompasses many more tactical options, and the rules can be anywhere from
simplistic to quite accurate or involved. The system nicely accomodates either
option. I think the same can be done with FMA. I don't think Jon should ignore
either player group... since they all represent some market segment:)

From: Tom McCarthy <tmcarth@f...>

Date: Mon, 12 Jul 1999 14:06:25 -0400

Subject: Re: Complexity of FMA Skirmish

> ** Representing the other side: Some of us like our boards to look

You know, I've played many games where at the time the action and interaction
of the pieces was clearly visible on the table, but a photo just shows
scattered bright polyhedral dice and red plastic measuring sticks.