01-25-2009, 11:25 AM | #21 | |
Join Date: Jul 2007
Location: Grand Rapids, Mi
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Re: Too Long Between Turns
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I do have to say though, 45-75 minutes to get to the fourth player's first turn? Either you haven't given yourselves enough time to learn the game well enough, or your group is prone to Analysis Paralysis. My regular group can now finish a four player game in under two hours.
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"Someone is, or is thinking about, talking to someone else about possibly doing something sometime in the future." - MunchkinMan |
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01-25-2009, 12:52 PM | #22 | |
Join Date: Dec 2008
Location: Minneapolis, MN
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Re: Too Long Between Turns
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That shortened gameplay (compared to Munchkin) is one of the reasons we've found the house rules so essential. |
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01-25-2009, 03:14 PM | #23 | |
Join Date: Jul 2007
Location: Grand Rapids, Mi
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Re: Too Long Between Turns
Quote:
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"Someone is, or is thinking about, talking to someone else about possibly doing something sometime in the future." - MunchkinMan |
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01-27-2009, 02:54 PM | #24 | |
Join Date: Dec 2008
Location: Minneapolis, MN
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Re: Too Long Between Turns
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So instead of waiting 50 minutes before your next turn you're waiting about 15 minutes. Makes a huge difference. |
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01-27-2009, 04:47 PM | #25 | |
Join Date: Aug 2004
Location: Austin, Texas
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Re: Too Long Between Turns
These are some really interesting ideas, and making house rules is what Munchkin is all about, but I'm confused about one thing.
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Will Schoonover Assistant Developer...among other things Steve Jackson Games will@sjgames.com |
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01-28-2009, 09:32 AM | #26 |
Join Date: Mar 2006
Location: Salem, Oregon
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Re: Too Long Between Turns
I am loving JustinA's input here, and his ideas will definitely be tested with my regular, fast-paced gaming group (half of whom hate MQ because of how long it takes to take your turn) tomorrow, with results posted here afterwards.
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01-28-2009, 11:10 AM | #27 |
Join Date: Jan 2007
Location: Green Bay, Wismunchkin
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Re: Too Long Between Turns
'The Game is too long', has gone on to long. It’s all a matter of perspective. When I player D&D we measured game time by months not hours. When I played Hero Quest (by Milton Bradley) board game, once we completed one quest there was always another one to start on. So I’m use to putting a game on pause for one night and stating it back up another. As long as it’s fun I‘ll keep coming back for more.
Pat
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"In this life now you kill your you die, or you die and you kill. " - The Governor. Last edited by Quaff_fu; 01-28-2009 at 11:38 AM. |
01-28-2009, 08:49 PM | #28 | |
Join Date: Mar 2006
Location: Salem, Oregon
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Re: Too Long Between Turns
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It's also good that of all the flaws that the game could have possibly had, an easily fixable one seems to be prevalent among complaints. The game feels like it takes forever, but this can be easily remedied. Hell, the game could have been made of tiny natives with even tinier poison darts, and the object of the game could have been to prevent excessive property damage by using your body to protect the walls from the darts. Or something else that entirely devalues the gameplay experience. I seriously can't wait to see if the house rules work on my friends.
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01-29-2009, 02:06 AM | #29 | |
Join Date: Dec 2008
Location: Minneapolis, MN
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Re: Too Long Between Turns
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However, there is a problem with any game that feels "too long". In the case of Munchkin Quest, I think the reason so many people are complaining about it being "too long" is because the length between turns is too long. There's nothing wrong with out-of-turn actions, but there's not enough of them to keep players engaged for the better part of an hour. And when you're using the RAW, your resources get pretty thoroughly tapped out before your next turn rolls around. (Even with the out-of-turn options for replenishing your supply.) Easy fix, though. |
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01-30-2009, 03:28 AM | #30 |
Join Date: Mar 2006
Location: Salem, Oregon
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Re: Too Long Between Turns
The 2-move thing worked great! Felt much more fast-paced, while still allowing you to perform multiple actions during your turn.
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