Making the playing time "shorter"

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Larry
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Making the playing time "shorter"

Post by Larry » Mon Oct 18, 2004 4:07 pm

Do you have some ideas on how to make the make shorter to play? I'd like the game to be about a 4 hour experience. This would require cutting out about 2 or 3 hrs of play time. First of all is this really a desirable objective? If so how do you think it could be done but without cutting out the heart of the game?

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elbowmaster
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Post by elbowmaster » Mon Oct 18, 2004 4:46 pm

id suggest having different levels of rulesets, like eagle games...

we like the d-day game for its simple / low time play...

but, we also like them big ol long ars games...like revised without NA's / tech...

so making this a complete game, it would include the option for both, long and short...

if all this stuff was run by the fans, allbeit, you would have the veto power, i think there would be less problems for the after the fact fan...

i can think of at least a dozen or so fans who would be happy to assist, including myself...

elbow
Last edited by elbowmaster on Mon Oct 18, 2004 5:21 pm, edited 1 time in total.

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Larry
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Post by Larry » Mon Oct 18, 2004 11:28 pm

Read to this point

Lobo
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Post by Lobo » Tue Oct 19, 2004 2:03 am

All else being equal, a shorter game is preferred. But not if it comes at the cost of sacrificing too much detail. That's why I like the 3 tier system to allow players to choose the game that's right for them at any given playing session.

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elbowmaster
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Post by elbowmaster » Tue Oct 19, 2004 4:53 pm

i totally agree with lobo...

would be great to introduce the cards again...

could be event cards...ie, can your fighters load on the carriers...

rough seas...

recon...

fuel shortage...

sabatoge...

something similar to that nature...just a thought


elbow

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AxisNDallas
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Time Clocks

Post by AxisNDallas » Wed Oct 20, 2004 12:33 am

In some of our "speed" games we have the following rule set:

1. a player is granted 8 minutes to make its purchases and select its battles
2. we turn off the time clock to resolve all combat.
3. a player is granted 6 minutes for non-combat moves and placement of its newly purchased units.
4. Collection of IPCs is done during another players turn.

Total time per player (excluding rolling dice to resolve battles) equals 15 minutes

We use a stop watch, but I have heard of players using a check clock too!

Aaron Ingle
aka AxisNDallas
ingle1@airmail.net

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Larry
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Post by Larry » Wed Oct 20, 2004 1:18 am

Read to this point.

Good to see you again AxisNDallas...

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elbowmaster
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Post by elbowmaster » Wed Oct 20, 2004 2:01 pm

i like Imperious Leaders idea of having a unit pool, this could be used for the short game version...

kinda like, here is what you have, who can do the best to influence the world with limited resources...perhaps the amount of influence can determine if any, the reinforcements you get...


i also agree with the historical techs...

elbow

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