Along with the threshold cards/chart put out on the list as of late came
suggestions to having random events. I was wondering what ideas players had
about what and when during a typical turn of FT would cause one of these
random events to happen? What are some good suggestions as to the actual
activation of a random event?
Thanx in advance, Will
> Along with the threshold cards/chart put out on the list as of late
Oh, you mean like when there's a Big Battle going on and at the edges of
sensor range a couple of blips appear, move about, then disappear?? Throwing
the combatants into a disarray?
;-)
Mk
> Along with the threshold cards/chart put out on the list as of late
Throwing
> the combatants into a disarray?
Ah, no, I mean when during a normal game turn might one roll or pick one of
those random event cards ie., each time someone rolls doubles or each time a
player sneezes or farts, you know, that type of stuff.
> >sensor range a couple of blips appear, move about, then disappear??
Throwing
> >the combatants into a disarray?
I played in a pirate game at an HMGS reunion once. There was a similar system.
One event I remember vividly, parot poops in captains eye, falls to main deck,
may not do anything this turn. Not applicable to Full Thrust, but adds a good
deal of humor to a game.
I also played an AWI game that had a chart of 200-300 things that ranged
from minor to major. The person rolling doubles( we used 2d10) picked any
battalion on the field of battle and rolled(the chart was 50/50
good/bad)
for an event. There were horrible results like unit CO angry with
C-in-C,
refuses to follow orders, unit does nothing except fire on any unit fireing on
it. There were minor things like "all troops had double liquor ration,
+1 morale".
Charts like these made good convention games and a little unpredictability.
Just my rant of the day. (OK, one of my rants for today)
*********************************************************************
"A place where life has no value but death sometimes has a price"