Re: Non-combat running
I think what really drives this issue are some simple game design issues. How many hexes should be on a tactical play map, in order for it to be accessible, readily navigated, etc.? Probably it should not be any bigger than ~20x20. How much of that map should you be able to cross in a single turn? Certainly not all of it, otherwise the game of movement and maneuver will have no give and take. So, your movement score per turn should be 10 or less. How many people should be in a hex? If you want to have facing as a part of play, then normally the answer should be 1. Therefore each hex probably shouldn't be bigger than 5' or so. The only remaining question is the time scale of a turn, which is basically a meaningless choice from a game play perspective, so you can kind of pick whatever you want. In TFT they picked 5s, which is probably a bit on the long side. In GURPS the choice is a possibly more realistic 1s, but now you are committed to a super gritty treatment where an action can't reasonably be anything complex and lots of things will take multiple turns to play out.
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