10-06-2022, 02:52 PM | #11 |
Join Date: May 2012
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Re: Running an Arena with more than 4 cars
It sounds like this solves the "pile on the last player this turn" problem. It's basically equivalent to the advice I posted above - a mechanism to ensure you don't have more than 4 players in a furball. Each player is in a dramatically simplified furball [albeit with extremely dynamics "terrain" consisting of the other cars] with only two other cars - the one attacking them and the one they're attacking.
You still have the game-length problem though. Because movement isn't phased, there will be quite a bit of players sitting around, waiting for their next turn. Another alternative victory condition I've heard proposed [by GameMasterChris on the unofficial Discord] is have the game run until the first car is eliminated. Then the survivors are ranked by the condition of their cars. This encourages every player except the strongest one to spread their damage around, since nobody except the currently strongest player wants the weakest player eliminated. This worked well when I played it with my three kids - it kept them from piling on the youngest. It may have other issues though - as always, extremely thorough playtesting of any planned convention scenario is not optional. Last edited by HeatDeath; 10-06-2022 at 03:17 PM. |
10-07-2022, 01:39 PM | #12 | |
Join Date: Dec 2007
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Re: Running an Arena with more than 4 cars
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I suppose one *could* go the opposite direction: When the first car is eliminated, whoever has the *most* damage wins.... For this model, tho', I'd go with "whoever has inflicted the most damage to others wins"; this would require keeping score of how many damage-producing hits each player produces.
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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10-14-2022, 09:03 AM | #13 |
Join Date: May 2012
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Re: Running an Arena with more than 4 cars
Play with bloodthirsty young girls who want revenge from the last fight where elder daughter "accidentally" did a speed-5 t-bone into her little sister from clear across the map after losing control half way through her move.
Believe me, "sandbagging" will not be a problem. :D |
10-14-2022, 11:41 AM | #14 |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
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Re: Running an Arena with more than 4 cars
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10-16-2022, 01:00 PM | #15 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Running an Arena with more than 4 cars
Getting kids, and *especially* girls, to play is a huge win in my book. That's fantastic! Thank you for teaching/including/encouraging them!
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10-24-2022, 03:09 PM | #16 |
Join Date: Dec 2013
Location: Janesville, WI
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Re: Running an Arena with more than 4 cars
That's what I've done when running other games with multiple players. Encourages players to get into the fray rather than sitting back and watching.
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10-25-2022, 01:29 PM | #17 | |
Join Date: Dec 2007
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Re: Running an Arena with more than 4 cars
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It seems to me CW6 lends itself to the "headlong charge" school of gaming, which has its charms, but really isn't my scene.
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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11-07-2022, 06:32 PM | #18 |
Join Date: Jun 2009
Location: San Jose, CA
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Re: Running an Arena with more than 4 cars
An obvious solution to the pile on the schlemiel is to have a cumulative -1 to hit for each additional person attacking the victim. The reasoning is that you have smoke, flying bits of armor, shrapnel, exploding ammunition, etc.... and it gets harder and harder to see the guy.
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11-08-2022, 03:35 PM | #19 | |
Join Date: Dec 2007
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Re: Running an Arena with more than 4 cars
Quote:
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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11-10-2022, 09:22 AM | #20 |
Join Date: Oct 2021
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Re: Running an Arena with more than 4 cars
My group ran a lot of 5 player games as we played our league and we had several homebrew rules that really made things "zoom". :D
The combination above meant that we only went over game time by a reasonable amount, and more importantly, people didn't feel as left out during movement, everyone tended to stay focused and engaged with the game which really matters. |
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