Vector movement question was (Re: Movement types etc)

6 posts ยท Jul 22 1998 to Jul 22 1998

From: Laserlight <laserlight@q...>

Date: Tue, 21 Jul 1998 20:52:20 -0400

Subject: Re: Vector movement question was (Re: Movement types etc)

> I stand corrected (as usual) :)

What surface do you play on? If a carpet or similar, you can use pushpins to
mark your starting point. As far as the "creative flexible movement" chap, ask
him to move his ships first. No reason he should complain, as after all, it's
all written down beforehand.

From: Noah Doyle <nvdoyle@m...>

Date: Tue, 21 Jul 1998 23:12:45 -0500

Subject: RE: Vector movement question was (Re: Movement types etc)

There are probably ways to get around this without adding too much more, if
any, to the rules. You seem to have a problem of limited resources, so we will
nix the more attractive option (shooting the cheater). For the clutz, I would
ask for clarification: is he a physical clutz, in that he fumbles the
direction counter, or a mental clutz, in that he fumbles the procedure? If
mental, where does he screw up? For the cheater, there are a few options. 1)
Direct confrontation. Satisfying (not as much as gunfire,
but hey...)
but it usually loses you a player. Few cheaters can take their lumps and
reform - at least in the same game session.
2) Indirect confrontation. As somebody wise pointed out earlier, have him move
first. This allows you to make a point without saying 'J'accuse' to his face.
More likely to give him the point than...
        3) Collective Punishment.  Designate an umpire - all move orders
are turned over to that person, who then reads them out loud, and everybody

moves their ships.  The ump reads his/hers first, and all orders are
subject to scrutiny by any player (after they are turned in, of course).
 I
call this 'Collective Punishment' because it does slow the game down for

everybody, but once you get used to it, it's not so bad.

Noah

[quoted original message omitted]

From: Ground Zero Games <jon@g...>

Date: Wed, 22 Jul 1998 08:47:39 +0100

Subject: Re: Vector movement question was (Re: Movement types etc)

> I stand corrected (as usual) :)

Excellent idea this, I hadn't thought of this one!

From: Ground Zero Games <jon@g...>

Date: Wed, 22 Jul 1998 08:47:39 +0100

Subject: Re: Vector movement question was (Re: Movement types etc)

> Beth wrote:
[snip]
> I stand corrected (as usual) :)

Playing with a "creative" gamer is always a problem. Assuming you don't
want to confront him about it and ask him to stop, and/or not invite him
to

From: Tim Jones <Tim.Jones@S...>

Date: Wed, 22 Jul 1998 08:53:19 +0100

Subject: RE: Vector movement question was (Re: Movement types etc)

> we'll stick with the counters and just bump the number upto 24 (maybe
Given the criteria for the using the heading system

I'd go for 36 then you have divided the 360 dgrees into tenths which makes
sense and you round the course to the nearest 36th.

I'd create a circle/ring template divided into 36 which would then be
used to determine the heading counter to use. After finishing movement place
the template over the ships centre point/locus and align with galactic
north (0 degrees) then read off the new course from the old position to the
new postion rounding to the nearest heading (players choice if exactly in the
middle). It would be worth marking the heading midpoints so that you can
easily decide on rounding and avoid arguments.

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

Date: Wed, 22 Jul 1998 10:05:44 +0100

Subject: Vector movement question was (Re: Movement types etc)

G'day,

> In the vector rules for the FB, we state you should leave it - the 12

I stand corrected (as usual):) This now inspires another question (Yep I'm
just full of them). How do people indicate their courses in the vector version
of FT? So far we have:
a) The clock face counter system - which is now out (though it will
quite probably be readopted, but under the form of 24 or 36 courses instead of
12
- I'll explain why in a minute)
b) The washer which clips onto the stand - nice idea
c) The arrow counters - which works if you don't play with a clutz or
someone who isn't strictly honest.

Any others?

Basically the reason I ask is that there is a sum total of 2 other regular FT
players here (apart from my husband Derek and I) plus 2 guys that'll come
along very occasionally. Unfortunately one of the regulars is a clutz who has
trouble with concepts he doesn't encounter everyday (and before the physicists
start most people don't usually go around thinking of themselves in vector
terms) and the other is very creative with his movement (Yeah OK he's very
prone to cheating). Thus we were after a simple yet essentially
tamper proof system of recording courses - that's why I think we'll
stick with the counters and just bump the number upto 24 (maybe 36) as the
clutz can cope with this and the other guy can't fiddle it easily. Sad I know,
but we have to work with what we've got. So I was just seeing what other ideas
people had come up with.

Oh and BTW, all this is under the understanding that when we venture into the
great FT playing universe at large we leave all house rules concerning
movement at home. Probably a redundant statement here I know, but it wouldn't
be the first time we've come across someone at a con who expected us to play
their house rules as if they were "cannon".

Happy FTing,

Beth