11-12-2021, 11:31 AM | #11 | |||
Join Date: Nov 2011
Location: Frederick, MD
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Re: Car Wars Storage Tips
What is AP? Armor Points does not fit the context of your use.
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I am thinking game 3 or 4 should be on the smaller side of a “small games” (12-16 BP, with the recommended 1:4:1 ratio) with some limits on BP value to trim down the possible permutations:
My intuition is that having the cards nicely sorted in a binder makes a bigger difference than giving a player half as many cards (semi-sorted, but in a stack). I am not sure who would do that kind of testing! Game 4/5 could be on the larger side of a small game, 24 BP RAW, but maybe still no dropped weapons. I definitely agree with the advise to hold off from the dropped weapons! The terrain height rules seem a little more complicated than the default of adding skids. Last edited by beetle496; 11-12-2021 at 11:44 AM. |
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11-12-2021, 12:03 PM | #12 | |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Car Wars Storage Tips
AP = analysis paralysis
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11-12-2021, 02:38 PM | #13 |
Join Date: Dec 2007
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Re: Car Wars Storage Tips
Further data on the topic for those wishing to read about it: https://en.wikipedia.org/wiki/Analysis_paralysis . (I recognize the term from The SO's studies of Usability -- she's a programmer, and uses me as a "canary" for her programs.... :) )
I have noted how, in the OG _CW_ games I've seen (and have) run at cons, the GMs invariably have a selection of pregenerated cars; and said cars are "elemental" in nature: 1 big, or 2-3 small, guns; enough armor to absorb 3 average hits from said guns; *maybe* a targeting computer; and *that's it*. "Simplicate, and add lightness."
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
11-12-2021, 04:29 PM | #14 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Car Wars Storage Tips
< looks at record sheets >
Hmm... :) |
11-13-2021, 07:30 AM | #15 | ||
Join Date: Nov 2011
Location: Frederick, MD
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Re: Car Wars Storage Tips
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Presumably, your teaching experience started before you had the PRS, and informed the design and creation of the PRS. All of the virtues you list from the core set are replicated on the PRS. From even just two games with the PRS, players will have experience with crew and accessories providing re-rolls or adding dice. Are there any game mechanics in the core card set that are not represented on the PRS? I agree with paring down choices for players first build, but after a couple games with the PRS, I cannot see how limiting choices to the core set is the best next step. First of all, the core set includes several high BP cards which are a distraction. Players have used the blue PRS, they already know there are bigger guns. For a first build, at ≤24BP, those add to the cognitive overload. Secondly, the PRS include accessories and upgrades which players might well remember fondly, and want to use for their first build. “Last game, you got a lot of fun out of the Gyroscopic Stabilizer. Shouldn’t that be in here?” Quote:
I do think I will trim down the first build choices for accessories and upgrades. For those, core plus anything on the PRS should be fine. Structures is only one sheet, and laid out in a grid, the pattern is obvious enough. Last edited by beetle496; 11-13-2021 at 07:52 AM. |
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11-13-2021, 08:59 AM | #16 | |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Car Wars Storage Tips
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My teaching games nearly always include one or more players with little to no prior knowledge or interest in Car Wars. I will constantly ask them to tell me when *they* want more options, and then I introduce things in stages.I've seen too many players become overwhelmed by a tsunami of cards and get frustrated...but giving your group everything at once might be just fine. Do what works for you and your audience — I just love that you're playing and getting more players involved! |
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11-13-2021, 12:58 PM | #17 | |
Join Date: May 2012
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Re: Car Wars Storage Tips
I can't blame a player that much for feeling a little overwhelmed and possibly frustrated once the car design door is flung open. This list I composed for an earlier thread is how I dealt with it, and how I'd approach teaching car building to a new player:
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But yeah. Break vehicle building down to a few big choices, and then let them color in those lines with smaller weapons and accessory/gear choices. |
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11-13-2021, 01:24 PM | #18 |
Join Date: Dec 2007
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Re: Car Wars Storage Tips
I can attest -- back-when, I saw people walk up to the table, take one look at _Catalog From Hell_, and walk away. This is why I am, and always have been, a supporter of the "Time-Life Books model" of game design: Divide stuff up into categories (for ex.: "Arena"; "Road"; etc.); let the players buy what they're interested in.
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
11-14-2021, 06:21 AM | #19 | |||||||
Join Date: Nov 2011
Location: Frederick, MD
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Game 3: Shuffle and deal?
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So here is another heretical idea I have been mulling over, and I bet it’s an approach you tried (at least before the PRS): Each player draws randomly weapons from the Core deck, until the Small Game BP value is reached. This approach to “Game 3” (i.e., first game after the PRS) lets players focus on arranging their guns (not unlike @HeadDeath mentions, above, in his first set of bullets). This will still be a step up from the previous game (presumable, the blue PRS), but less complicated than the next game (where players pick cards from a subset of those available). There are some nuances, which I have not fleshed out completely, but here’s the general sequence. Step 0 is picking BP value, for this list I will use 12.
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Game after this one adds the step where players pick cards (instead of the random assignment) from a subset of all those available. Last edited by beetle496; 11-14-2021 at 12:36 PM. Reason: reorder list for clarity |
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11-14-2021, 10:45 AM | #20 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Car Wars Storage Tips
@beetle496
It's a relief to hear that you are keeping your whole group in mind. I've seen too many Car Wars players refuse to play/teach a reduced version of the game to their group because it isn't as fun for THEM, and then they don't understand why no one has fun or wants to play with again. Regarding the random draw method you described...I think this is a fun way to PLAY, I think it's a bad way to TEACH. The only thing it teaches beyond the record sheets is weapon placement, since the random draw is still telling them what they must use. It's just a complicated way to make a new record sheet. Most new players can probably build their own car after game 1. Using the core set cards and small game restrictions limits the choice (in a good way, in my opinion), but it doesn't outright REMOVE the choice. |
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