Running Interlinked Scenarios + Data Interchange Software

5 posts ยท Mar 3 2005 to Mar 4 2005

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

Date: Thu, 3 Mar 2005 12:38:57 -0500 (EST)

Subject: Running Interlinked Scenarios + Data Interchange Software

Derk,

I hit some design-time snags and real life time commitments that
prevented software completion. I have since had some epiphanies about some of
them. I will work on it over the coming year. I also think I'd like to make a
'distributed map handler' that would allow two separate tables to run
effectively double blind without requiring an 'actual' third table. But all
this is contingent in free time, and I worked from 10:30 am until 2:30 am
yesterday, as an example of my current schedule. Plus two and a bit hours of
commuting.:(

General on Interlinked Scenarios:

What you are discussing was the very premise of CampCon, hosted by Mike Sarno
in and
around Towanda/Sayre PA every June. The first CampCon was at Mike's
house, others have grown out into other facilities. Attendees from this have
included I believe a Jon Davis, a Joel Frock, a David Raynes, my buddy James
Hilchie from Kingston (not technically on this list... *grin*), Mike Sarno,
Miek Hudak, and perhaps others (I don't recall if Adrian has made one of these
yet). We usually go down, camp at Mike's back 40, and play a weekend full of
games.

The earliest one featured 3 interlinked scenarios. The landing (from a hyper
jump in), the fight for the PDC (dirtside), and the battle for the starport
(stargrunt). Each event's outcome factored in to the starting forces for the
follow on ones. Also, players were given reinforcement chits they could spend
in each game, and a chit was either
pre-allocated (100% successful) or played during the game (66%
successful). The units were
scaled to the game - in SG, it might give you a VTOL or an APC full of
troops, in DS2 a tank platoon, or an artillery platoon on call. Each scenario
contributed to the overall story line. It was based on an ESU assault on the
NAC colony of New Providence, which was inhabited by descendants of maritime
anglophone settings like the Canadian Maritimes, the US North East maritime
states, the Basques, etc. In the end, General Sarno summed up the results in a
famous message to Comrade Hil Chi Minh, the ESU leader: "Get your ass back to
Eurasia!". This con was a success.

The next one I remember had a series of more loosely linked scenarios. These
included four or five different combats which all accrued victory points
towards the overall campaign. Here again the commanders had reinforcement
chits they could play into the scenarios. The most memorable of these was a
sea board for DS2, with small resort islands and a large island with the
starport on it. Combatants were ships, GEV and Grav. An
M-kill over water
was generally a bad thing (get your life jackets on....!). Invading hotels and
the tough infantry combat on the floating starport were very cool. This too
went off well.

As a cool prop, medals were given out for attending CampCon and for certain
activities. I actually have one declaring me "Most Feared Enemy".

In both cases, two GMs (Mike and I) coordinated scenario setup. That helps a
lot. Doing these alone, you miss stuff. I tried a similar thing back here in
Ottawa, and unfortunately, it didn't pan out so well. The invasion force was
utterly shattered and slaughtered. That kind of ended things right there. Mind
you, different players, only one GM, different structure. Just goes to show
you can't be a winner every time and that
players don't always want to be content with the pre-game assumptions
you make. Some want
a lot of tactical control of the lead-up to the battle, obviously having
read Sun-Tzu. It
also went to show that points aren't a great balancer. Scenario terrain,
setup, etc. can make a huge difference. And seemingly small pertubrations made
at the last minute can have disasterous balance. JP likes to call some of the
swing 'high swing
dice' - inherently
unpredictable. At the same time, game design or setup decisions can really
change things. So, I guess I'm getting at 'more eyes are a good thing'.

Back to TWOC: (If I'd thought to call it Burden, that was an even better
name!)

To Phil Pournelle: 1) I'm sorry I didn't get more of a chance to speak with
you after we've coordinated offline. 2) I'm sorry I missed you sending the
interloper packing. 3) You made a very good comment about the forces having
flashbangs and riot control agents. Stargrunt is short anything approaching
good rules for such things (their rules
for smoke are game-ish too... I don't find they match my real life
experiences with battlefield obscurant deployments in variable weather
conditions...). This is something we should address before next time we do
something of this nature. You've hit upon something we didn't think of. I'm
adding that to our lessons learned summary. Thank you for the input and for
coordinating the Alpha Board. Your good words are also appreciated.

For that matter, for everyone who said good things about TWOC, thanks. That's
what makes our efforts worth the time and stress:)

Tom B

From: Carlos Lourenco <loscon@g...>

Date: Thu, 3 Mar 2005 14:47:48 -0500

Subject: Re: Running Interlinked Scenarios + Data Interchange Software

RE: Non lethal weapons, my apolgies if this link has already been posted but:

http://www.telegraph.co.uk/news/main.jhtml?xml=/news/2005/03/03/wpep03.x
ml&sSheet=/news/2005/03/03/ixworld.html

US DEVELOPS "PAIN FROM A DISTANCE" WEAPON

Now if they could only make a wedding ring mounted version I'd buy one.

Los

From: Mike Hillsgrove <mikeah@c...>

Date: Thu, 03 Mar 2005 14:08:58 -0600

Subject: Re: Running Interlinked Scenarios + Data Interchange Software

> Now if they could only make a wedding ring mounted

A wedding ring IS a version of one.

From: damosan@c...

Date: Thu, 03 Mar 2005 20:14:03 +0000

Subject: Re: Running Interlinked Scenarios + Data Interchange Software

> >Now if they could only make a wedding ring mounted

It's only symbolic.  The real pain thrower is the mother-in-law attached
to it.

From: Derk Groeneveld <derk@c...>

Date: Fri, 4 Mar 2005 08:33:39 +0100

Subject: Re: Running Interlinked Scenarios + Data Interchange Software

> Derk,

Tom,

and here I thought _I_ worked long hours, currently. Ouch!

As for the coding work, any interest in making this something of an open
project? I'm no coder myself, but some folks I know might be interested?

I like the distributed map handler concept!

Cheers,