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(TFT) Randomness in WW - warp war is a great game.
Hi Joe, everyone.
Warp war is a system where a tiny change can result in a huge
change in results. For example, changing the relative speed of
two ships by one can switch you from a Hit +2 to a Miss.
When you have a chaotic system and two players giving secret
orders, trying to out guess each other, then you DO have
randomness.
Now I admit, when in WW I pick a set of tactics and speeds for
my ships and succeed in hitting the enemy hard and have him
miss me completely, I FEEL like I am a genius who has out
smarted the enemy. But I don't pretend that it was a luckless
combat system. I won't argue if you claim that it has less luck
than most war games that use dice, but it is certainly not luckless.
If I ever get my new WW game designed, I will use dice,
simply because they are a hundred times faster than plotting
and writing down each turn of combat.
I also am tempted to pull out WW again. For those who have not
looked at my rules, I strongly recommend you do so. I think that
they make a good game great, by fixing many of the problems
that WW runs into if the game goes long.
Warm regards, Rick.
On 2016-03-18, at 8:01 AM, Joe Hartley wrote:
> On Fri, 18 Mar 2016 10:53:18 -0400
> De Des <denisdesharnais@gmail.com> wrote:
>
>> I liked Warp War. It's no Ogre/GEV, but still a fun game. Rick Smith has
>> a BGG page on his own house rules:
>>
>> http://boardgamegeek.com/thread/627066/ricks-warp-war-rules
>
> WarpWar was a great game. I spent countless hours playing it years ago.
> I really liked the diceless combat, I was always interested in game
> mechanics that did not rely on randomness.
>
> Ogre/GEV is great too, I've been playing that solo lately partly because I
> love seeing the massive kickstarter version set up on my table!
>
> --
> ======================================================================
> Joe Hartley - UNIX/network Consultant - jh@brainiac.com
> Without deviation from the norm, "progress" is not possible. - FZappa
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