RE: OT US Army War College looking for Professor of Strategic Game Design (Full Version)

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dr.hal -> RE: OT US Army War College looking for Professor of Strategic Game Design (3/12/2020 1:59:25 PM)


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: dr.hal

One thing I thought of doing was giving each student a character (and thus a command domain) and then imposing restrictions on communications, including those induced by the characters themselves. This worked to some extent. Main characters such as King, MacArthur, Nimitz, etc., could not talk to each other directly, only by written note (passed through me, who sometimes injected gibberish), and some players were told to be hostile to others. This was done at the Japanese level too, especially between Navy and Army types. It led to some interesting confusion and misdirection. I know, hard to believe huh???? In all instances I acted as head of state of each nation involved (which says a LOT about me!).


You might be interested in this thread:

https://www.matrixgames.com/forums/tm.asp?m=2913043&mpage=1&key=umpire�

where JWE explained how AE was CPX'd amongst a group of professional military players.

Alfred

Thanks, it is an interesting idea! Yet it misses what I was trying to explore, the underlying aspects of warfare that get little play but are so vital, supply and logistics (which really only comes to light in the longer scenarios). I agree however that if one is to introduce an umpire, that person would be key to a successful learning experience. Much like a dungeon master did for that game (as I understand it, as I never played it). But thanks again for pointing it out.




dr.hal -> RE: OT US Army War College looking for Professor of Strategic Game Design (3/12/2020 2:10:04 PM)

quote:

ORIGINAL: jdsrae

My idea is just a slight adaptation to remove a single player being in complete control of everything.

It could be a team vs a single opponent on a pbem, or team vs team.

Yes jdsrae I see the advantage of reducing the individual input as time would be a key factor in playability. However I would envision that players (below the CIC) would have to input their own moves so as to afford accountability. The CIC would not be allowed to change anything! Just give guidance at a strategic level. It would require multiple people inputting into a "move" before that "move" is sent to the opposite team. As Alfred points out, the only way to do this would be for 3 day turns in order to keep the game moving. Unlike the thread that Alfred pointed to, I would not require an umpire or key overseer as that role would be divided between the two CICs. If detailed guidelines are promulgated and players adhere to them, it actually might work.




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