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p://www.freewebs.com/weaselfierce/FAD%20Rules%20v40.pdf
It's always interesting to see how other rulesets do things. One really
interesting part of this one is in the credits where there is an explicit
shout-out to Jon Tuffley and Stargunt 2.
TomB
--
http://ante-aurorum-tenebrae.blogspot.com/
http://www.stargrunt.ca
"He that would make his own liberty secure must guard even his enemy from
oppression; for if he violates this duty he establishes a precedent that
will reach to himself." -- Thomas Paine
"When men yield up the privilege of thinking, the last shadow of liberty
quits the horizon." -- Thomas Paine
I scanned through that a few times but haven't really read it any detail yet.
He's got quite the following on Yahoo.
Damo
> On Mar 18, 2009, at 4:28 PM, Tom B wrote:
> http://www.freewebs.com/weaselfierce/FAD%20Rules%20v40.pdf
> <http://www.freewebs.com/weaselfierce/FAD%20Rules%20v40.pdf>http://www.
freewebs.com/weaselfierce/FAD%20Rules%20v40.pdf
> It's always interesting to see how other rulesets do things. One
I've seen earlier editions of these, and downloaded the latest one a few days
ago following it being announced on TMP; seems a reasonably good system with
strong support, and yes, it does seem to be fairly
heavily based on SG2! ;-)
Jon (GZG)
> --
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My only question would be (to anyone who's played it) is it faster than
SG2...
Andy
> Date: Thu, 19 Mar 2009 08:13:25 +0000
freewebs.com/weaselfierce/FAD%20Rules%20v40.pdf
> >
I'd like to hear about any rulesets that have some depth while being
sufficiently dumbed down for the likes of moi.
I've been looking at, but haven't worked out, Beamstrike. If nothing else,
it's impressive at 11PDFs, including the rules, 'era' supplements for doing
near future to end of times, aliens, urban war, and a separate aircraft
booklet. Of course, they're using GZG 15mm's, too...
http://www.neilandannettec.myby.co.uk/beamstrike.htm
And, yes, I also downloaded FaD, noticed the admission that, without SG2,
those rules wouldn't have been, and checking it out for my possible gropos
conversion.
The_Beast
Andy Hemming wrote on 03/19/2009 04:21:53 AM:
> My only question would be (to anyone who's played it) is it faster
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I must admit, that being easy to learn (yet containing enough depth) is my
primary thing when looking for rules, my inability to retain information from
a reading alone has created some difficulties in my gaming group, we only came
back to war gaming 2 years since, and havent actually found a set of rules
that ticks all our boxes yet...
11 pdf's is simply scary...
> To: gzg-l@vermouth.csua.berkeley.edu
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y said:
My only question would be (to anyone who's played it) is it faster than
SG2...
Tomb:
No idea - just DL'd the thing.
But I'm curious - do you find SG2 slow? From having run SG games for
friends, at cons including 11 ECCs, I find that the slowest aspects are:
1. Player decision cycles (some folks aren't fast to make up their minds) 2.
Moving figures (moving a squad of 8 often means a measure plus two or three
sets of shoving stuff around) 3. Casualty resolution (impact vs. armour,
marking with white or black skulls) (But there is a faster alternative method)
The game mechanics themselves I've never really seen as a bottleneck. There
are usually only tests when it would make sense for there to be one and if you
avoid some of the fiddliest bits (EW, Artillery or Air), the game has a pretty
simple set of base mechanics.
So I'm curious, if you do find it slow, whereabouts? What aspect do you see as
the largest sink of time?
I've played one or two faster rulesets, but most of them left a bad taste in
my mouth because of the detail they sacrificed - shortcuts usualy
involve very set values, no tests where there probably should be, or suchlike
from what I can see.
Playing FT (as an aside), I've seen some people take forever to be ready for a
turn. Ref's often remind me 'now it is time to plot your movement' and I reply
'I've been done for several minutes now'. Play groups all get used to moving
at some sort of pace which isn't always a reflection on the game
- it
can be a reflection on the nature of the players or their aptitudes for some
tasks.
G'day,
> Playing FT (as an aside), I've seen some people take
We weren't super strict about being fast to write orders etc (no timer or
anything) but if someone was lagging for no good reason they'd get a gentle
reminder and then not so gentle ones. For one particular gamer who was pretty
bad at it we started instituting "sin chips" (if you need to be prodded to get
a move on you got a chip). Person with the most sin chips at the end of the
game bough the beer next time;)