Reknoy -> (4/16/2003 1:41:10 AM)
|
I agree that pregame agreements are fine. I also like PBeM in that you have a GM who is the ultimate authority. In our current game, Wynter is doing a super job of listening to a few pointed discussions and rendering a decision. One way to simulate that in a FtF game is to appoint third party GMs for any open issue. Resolution should be something that can be attained quickly. In our game, we have incorporated simul move and advanced naval rules -- neither of which I was excited about. But the GM has done a marvelous job of ruling when needed and keeping everything moving without sacrificing the ability to clarify and (where needed) make changes. Perfect example -- in the ANR the victor can claim hulks. Hulks, per the ANR, can even be towed to an ALLY's port. Thereafter, it can actually be refitted in that port. If the alliance breaks, then the hulks can change hands. The net result is the single most powerful diplomatic artifice that the game ever created. Nearly as devastating as an unconditional, but worse in that it lasts for three months at least (the time to refit a hulk, which does not include any months before the economic phase). What I mean is, the ally that controls the hulks (and in a large battle this can be a substantial number) can leverage this control politically to incredible effect. Something so potentially game altering had to go. We already had one instance take place that stung me personally, but I was in no way advocating that we take it back (and I would not have done so again regardless, so the change made little practical difference to me). Anyway, the GM ultimately eliminated the rule after consulting the group. So the point to this long story is that the most heinous results can be taken care of within the play of the game. But to Uncle Toby's point, I also love to get creative and defeat the enemy in a new and unique way. If it's in the rules, why not? Anyway, enough of my ranting... :)
|
|
|
|